scummvm/engines/mads/nebular/nebular_scenes1.cpp
Filippos Karapetis d9e2943fe6 Merge pull request #626 from dreammaster/phantom
MADS: Return of the Phantom WIP
2015-11-23 00:41:07 +02:00

3165 lines
111 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 "common/scummsys.h"
#include "mads/mads.h"
#include "mads/scene.h"
#include "mads/nebular/nebular_scenes.h"
#include "mads/nebular/nebular_scenes1.h"
namespace MADS {
namespace Nebular {
void Scene1xx::setAAName() {
int idx = (_scene->_nextSceneId > 103 && _scene->_nextSceneId < 112) ? 1 : 0;
_game._aaName = Resources::formatAAName(idx);
}
void Scene1xx::sceneEntrySound() {
if (_vm->_musicFlag) {
switch (_scene->_nextSceneId) {
case 101:
_vm->_sound->command(11);
break;
case 102:
_vm->_sound->command(12);
break;
case 103:
_vm->_sound->command(3);
_vm->_sound->command(25);
break;
case 109:
_vm->_sound->command(13);
break;
case 110:
_vm->_sound->command(10);
break;
case 111:
_vm->_sound->command(3);
break;
case 112:
_vm->_sound->command(15);
break;
default:
if (_scene->_priorSceneId < 104 || _scene->_priorSceneId > 108)
_vm->_sound->command(10);
break;
}
}
}
void Scene1xx::setPlayerSpritesPrefix() {
_vm->_sound->command(5);
Common::String oldName = _game._player._spritesPrefix;
if (_scene->_nextSceneId <= 103 || _scene->_nextSceneId == 111) {
if (_globals[kSexOfRex] == SEX_FEMALE)
_game._player._spritesPrefix = "ROX";
else {
_game._player._spritesPrefix = "RXM";
_globals[kSexOfRex] = SEX_MALE;
}
} else if (_scene->_nextSceneId <= 110) {
_game._player._spritesPrefix = "RXSW";
_globals[kSexOfRex] = SEX_UNKNOWN;
} else if (_scene->_nextSceneId == 112)
_game._player._spritesPrefix = "";
if (oldName != _game._player._spritesPrefix)
_game._player._spritesChanged = true;
if (_scene->_nextSceneId == 105 || (_scene->_nextSceneId == 109 && _globals[kHoovicAlive])) {
_game._player._spritesChanged = true;
_game._player._loadsFirst = false;
}
_game._player._trigger = 0;
_vm->_palette->setEntry(16, 10, 63, 63);
_vm->_palette->setEntry(17, 10, 45, 45);
}
/*------------------------------------------------------------------------*/
Scene101::Scene101(MADSEngine *vm) : Scene1xx(vm) {
_sittingFl = false;
_panelOpened = false;
_messageNum = 0;
_posY = 0;
_shieldSpriteIdx = 0;
_chairHotspotId = 0;
_oldSpecial = 0;
}
void Scene101::synchronize(Common::Serializer &s) {
Scene1xx::synchronize(s);
s.syncAsByte(_sittingFl);
s.syncAsByte(_panelOpened);
s.syncAsSint16LE(_messageNum);
s.syncAsSint16LE(_posY);
s.syncAsSint16LE(_shieldSpriteIdx);
s.syncAsSint16LE(_chairHotspotId);
s.syncAsSint16LE(_oldSpecial);
}
void Scene101::setup() {
_scene->_animationData->preLoad(formAnimName('A', -1), 3);
setPlayerSpritesPrefix();
setAAName();
}
void Scene101::sayDang() {
_game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON;
_game._player._stepEnabled = false;
switch (_game._trigger) {
case 0:
_scene->_sequences.remove(_globals._sequenceIndexes[11]);
_globals._sequenceIndexes[11] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[11], false, 3, 6, 0, 0);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 21);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SEQUENCE_TRIGGER_EXPIRE, 0, 72);
_vm->_sound->command(17);
_globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 3, 2, 0, 0);
break;
case 72:
_globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 6, 0, 0, 0);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 17);
_scene->_kernelMessages.add(Common::Point(143, 61), 0x1110, 0, 0, 60, _game.getQuote(57));
_scene->_sequences.addTimer(120, 73);
break;
case 73:
_vm->_dialogs->show(10117);
_game._player._stepEnabled = true;
break;
default:
break;
}
}
void Scene101::enter() {
_globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('x', 1));
_globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('x', 2));
_globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('x', 3));
_globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('x', 4));
_globals._spriteIndexes[5] = _scene->_sprites.addSprites(formAnimName('x', 5));
_globals._spriteIndexes[6] = _scene->_sprites.addSprites(formAnimName('x', 6));
_globals._spriteIndexes[7] = _scene->_sprites.addSprites(formAnimName('x', 7));
_globals._spriteIndexes[8] = _scene->_sprites.addSprites(formAnimName('m', -1));
_globals._spriteIndexes[9] = _scene->_sprites.addSprites(formAnimName('b', 1));
_globals._spriteIndexes[10] = _scene->_sprites.addSprites(formAnimName('b', 2));
_globals._spriteIndexes[11] = _scene->_sprites.addSprites(formAnimName('a', 0));
_globals._spriteIndexes[12] = _scene->_sprites.addSprites(formAnimName('a', 1));
_globals._spriteIndexes[13] = _scene->_sprites.addSprites(formAnimName('x', 8));
_globals._spriteIndexes[14] = _scene->_sprites.addSprites(formAnimName('x', 0));
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 5, 0, 0, 25);
_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 4, 0, 1, 0);
_globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 0, 2, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_SPRITE, 7, 70);
_globals._sequenceIndexes[4] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[4], false, 10, 0, 0, 60);
_globals._sequenceIndexes[5] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 5, 0, 1, 0);
_globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 10, 0, 2, 0);
_globals._sequenceIndexes[7] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[7], false, 6, 0, 0, 0);
_globals._sequenceIndexes[9] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 6, 0, 10, 4);
_globals._sequenceIndexes[10] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[10], false, 6, 0, 32, 47);
_scene->_hotspots.activate(NOUN_SHIELD_MODULATOR, false);
_panelOpened = false;
if (_scene->_priorSceneId != RETURNING_FROM_LOADING)
_globals[kNeedToStandUp] = false;
if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(100, 152);
if ((_scene->_priorSceneId == 112) || ((_scene->_priorSceneId == RETURNING_FROM_DIALOG) && _sittingFl )) {
_game._player._visible = false;
_sittingFl = true;
_game._player._playerPos = Common::Point(161, 123);
_game._player._facing = FACING_NORTHEAST;
_globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 0, 0, 0);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 17);
_scene->_hotspots.activate(NOUN_CHAIR, false);
_chairHotspotId = _scene->_dynamicHotspots.add(NOUN_CHAIR, VERB_SIT_IN, -1, Common::Rect(159, 84, 159 + 33, 84 + 36));
if (_scene->_priorSceneId == 112)
sayDang();
} else {
_globals._sequenceIndexes[12] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[12], false, 6, 0, 0, 0);
_scene->_sequences.setDepth(_globals._sequenceIndexes[12], 4);
}
_game.loadQuoteSet(0x31, 0x32, 0x39, 0x36, 0x37, 0x38, 0);
if (_globals[kNeedToStandUp]) {
_scene->loadAnimation(Resources::formatName(101, 'S', -1, EXT_AA, ""), 71);
_game._player._visible = false;
_game._player._stepEnabled = false;
_game._player._playerPos = Common::Point(68, 140);
_game._player._facing = FACING_WEST;
_messageNum = 0;
_posY = 30;
}
_oldSpecial = false;
sceneEntrySound();
}
void Scene101::step() {
if (_oldSpecial != _game._player._special) {
_oldSpecial = _game._player._special;
if (_oldSpecial)
_vm->_sound->command(39);
else
_vm->_sound->command(11);
}
switch (_game._trigger) {
case 70:
_vm->_sound->command(9);
break;
case 71:
_globals[kNeedToStandUp] = false;
_game._player._visible = true;
_game._player._stepEnabled = true;
_game._player._priorTimer = _scene->_frameStartTime - _game._player._ticksAmount;
break;
case 72:
case 73:
sayDang();
break;
default:
break;
}
if (_scene->_animation[0] != nullptr) {
if ((_scene->_animation[0]->getCurrentFrame() >= 6) && (_messageNum == 0)) {
_messageNum++;
_scene->_kernelMessages.add(Common::Point(63, _posY), 0x1110, 0, 0, 240, _game.getQuote(49));
_posY += 14;
}
if ((_scene->_animation[0]->getCurrentFrame() >= 7) && (_messageNum == 1)) {
_messageNum++;
_scene->_kernelMessages.add(Common::Point(63, _posY), 0x1110, 0, 0, 240, _game.getQuote(54));
_posY += 14;
}
if ((_scene->_animation[0]->getCurrentFrame() >= 10) && (_messageNum == 2)) {
_messageNum++;
_scene->_kernelMessages.add(Common::Point(63, _posY), 0x1110, 0, 0, 240, _game.getQuote(55));
_posY += 14;
}
if ((_scene->_animation[0]->getCurrentFrame() >= 17) && (_messageNum == 3)) {
_messageNum++;
_scene->_kernelMessages.add(Common::Point(63, _posY), 0x1110, 0, 0, 240, _game.getQuote(56));
_posY += 14;
}
if ((_scene->_animation[0]->getCurrentFrame() >= 20) && (_messageNum == 4)) {
_messageNum++;
_scene->_kernelMessages.add(Common::Point(63, _posY), 0x1110, 0, 0, 240, _game.getQuote(50));
_posY += 14;
}
}
}
void Scene101::preActions() {
if (_action.isAction(VERB_LOOK, NOUN_VIEW_SCREEN))
_game._player._needToWalk = true;
if (_sittingFl) {
if (_action.isAction(VERB_LOOK) || _action.isObject(NOUN_CHAIR) || _action.isAction(VERB_TALKTO) || _action.isAction(VERB_PEER_THROUGH) || _action.isAction(VERB_EXAMINE))
_game._player._needToWalk = false;
if (_game._player._needToWalk) {
switch (_game._trigger) {
case 0:
_game._player._readyToWalk = false;
_game._player._stepEnabled = false;
_scene->_sequences.remove(_globals._sequenceIndexes[11]);
_globals._sequenceIndexes[11] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[11], false, 3, 1, 0, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 1, 17);
_vm->_sound->command(16);
break;
case 1:
_sittingFl = false;
_game._player._visible = true;
_game._player._stepEnabled = true;
_game._player._readyToWalk = true;
_scene->_hotspots.activate(71, true);
_scene->_dynamicHotspots.remove(_chairHotspotId);
_globals._sequenceIndexes[12] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[12], false, 6, 0, 0, 0);
_scene->_sequences.setDepth(_globals._sequenceIndexes[12], 4);
break;
default:
break;
}
}
}
if (_panelOpened && !(_action.isObject(NOUN_SHIELD_ACCESS_PANEL) || _action.isObject(NOUN_SHIELD_MODULATOR))) {
switch (_game._trigger) {
case 0:
if (_game._player._needToWalk) {
_scene->_sequences.remove(_globals._sequenceIndexes[13]);
_shieldSpriteIdx = _game._objects.isInRoom(OBJ_SHIELD_MODULATOR) ? 13 : 14;
_globals._sequenceIndexes[13] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[_shieldSpriteIdx], false, 6, 1, 0, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
_game._player._stepEnabled = false;
_vm->_sound->command(20);
}
break;
case 1:
_game._player._stepEnabled = true;
_panelOpened = false;
_scene->_hotspots.activate(NOUN_SHIELD_MODULATOR, false);
break;
default:
break;
}
}
}
void Scene101::actions() {
if (_action._lookFlag) {
_vm->_dialogs->show(10125);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_WALKTO, NOUN_LIFE_SUPPORT_SECTION)) {
_scene->_nextSceneId = 102;
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_SIT_IN, NOUN_CHAIR) || (_action.isAction(VERB_LOOK, NOUN_VIEW_SCREEN) && !_sittingFl)) {
if (!_sittingFl) {
switch (_game._trigger) {
case 0:
_scene->_sequences.remove(_globals._sequenceIndexes[12]);
_globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 1);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 1, 17);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SEQUENCE_TRIGGER_SPRITE, 10, 1);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SEQUENCE_TRIGGER_EXPIRE, 0, 2);
_game._player._stepEnabled = false;
_game._player._visible = false;
_action._inProgress = false;
return;
case 1:
_vm->_sound->command(16);
break;
case 2:
_globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 0, 0, 0);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 17);
_game._player._stepEnabled = true;
_sittingFl = true;
_scene->_hotspots.activate(71, false);
_chairHotspotId = _scene->_dynamicHotspots.add(NOUN_CHAIR, VERB_SIT_IN, -1, Common::Rect(159, 84, 159 + 33, 84 + 36));
if (!_action.isAction(VERB_LOOK, NOUN_VIEW_SCREEN)) {
_action._inProgress = false;
return;
}
_game._trigger = 0;
break;
default:
break;
}
} else {
_vm->_dialogs->show(10131);
_action._inProgress = false;
return;
}
}
if ((_action.isAction(VERB_WALKTO, NOUN_SHIELD_ACCESS_PANEL) || _action.isAction(VERB_OPEN, NOUN_SHIELD_ACCESS_PANEL)) && !_panelOpened) {
switch (_game._trigger) {
case 0:
_shieldSpriteIdx = _game._objects.isInRoom(OBJ_SHIELD_MODULATOR) ? 13 : 14;
_globals._sequenceIndexes[13] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[_shieldSpriteIdx], false, 6, 1, 0, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
_game._player._stepEnabled = false;
_vm->_sound->command(20);
break;
case 1:
_scene->_sequences.remove(_globals._sequenceIndexes[13]);
_globals._sequenceIndexes[13] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[_shieldSpriteIdx], false, 6, 0, 0, 0);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[13], -2, -2);
_game._player._stepEnabled = true;
_panelOpened = true;
if (_game._objects.isInRoom(OBJ_SHIELD_MODULATOR))
_scene->_hotspots.activate(NOUN_SHIELD_MODULATOR, true);
break;
default:
break;
}
_action._inProgress = false;
return;
}
if ((_action.isAction(VERB_TAKE, NOUN_SHIELD_MODULATOR) || _action.isAction(VERB_PULL, NOUN_SHIELD_MODULATOR)) && _game._objects.isInRoom(OBJ_SHIELD_MODULATOR)) {
_game._objects.addToInventory(OBJ_SHIELD_MODULATOR);
_scene->_sequences.remove(_globals._sequenceIndexes[13]);
_globals._sequenceIndexes[13] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[14], false, 6, 0, 0, 0);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[13], -2, -2);
_scene->_hotspots.activate(NOUN_SHIELD_MODULATOR, false);
_vm->_dialogs->showItem(OBJ_SHIELD_MODULATOR, 10120);
_vm->_sound->command(22);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_SHIELD_ACCESS_PANEL) || (_action.isAction(VERB_LOOK, NOUN_SHIELD_MODULATOR) && !_game._objects.isInInventory(OBJ_SHIELD_MODULATOR)) ) {
if (_panelOpened) {
if (_game._objects.isInRoom(OBJ_SHIELD_MODULATOR))
_vm->_dialogs->show(10128);
else
_vm->_dialogs->show(10129);
} else
_vm->_dialogs->show(10127);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_OPEN, NOUN_SHIELD_ACCESS_PANEL) && _panelOpened) {
_vm->_dialogs->show(10130);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_VIEW_SCREEN) && _sittingFl) {
if (_globals[kWatchedViewScreen])
sayDang();
else {
switch (_game._trigger) {
case 0:
_game._player._stepEnabled = false;
_scene->_sequences.remove(_globals._sequenceIndexes[11]);
_globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 1, 0, 0);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 21);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
_vm->_sound->command(17);
break;
case 1:
_globals._sequenceIndexes[11] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[11], false, 3, 1, 0, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SEQUENCE_TRIGGER_EXPIRE, 0, 2);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 21);
break;
case 2:
_globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 0, 0, 0);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 17);
_globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 3, 1, 0, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[8], SEQUENCE_TRIGGER_EXPIRE, 0, 3);
break;
case 3:
_game._player._stepEnabled = true;
_globals[kWatchedViewScreen] = true;
_sittingFl = true;
_scene->_nextSceneId = 112;
break;
default:
break;
}
}
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_CHAIR)) {
_vm->_dialogs->show(10101);
_action._inProgress = false;
return;
}
if ((_action.isAction(VERB_LOOK) || _action.isAction(VERB_PEER_THROUGH)) && (_action.isObject(NOUN_FRONT_WINDOW) || _action.isObject(NOUN_OUTSIDE))) {
_vm->_dialogs->show(10102);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_HULL) || _action.isAction(VERB_LOOK, NOUN_OUTER_HULL) || _action.isAction(VERB_EXAMINE, NOUN_HULL) || _action.isAction(VERB_EXAMINE, NOUN_OUTER_HULL)) {
_vm->_dialogs->show(10103);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_FUZZY_DICE)) {
_vm->_dialogs->show(10104);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_MIRROR) || _action.isAction(VERB_LOOK_IN, NOUN_MIRROR)) {
_vm->_dialogs->show(10105);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_CURTAINS)) {
_vm->_dialogs->show(10106);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_PLASTIC_JESUS)) {
_vm->_dialogs->show(10107);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_ESCAPE_HATCH) || (_action.isAction(VERB_OPEN, NOUN_ESCAPE_HATCH) && !_game._objects.isInInventory(OBJ_REBREATHER))) {
_vm->_dialogs->show(10109);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_OPEN, NOUN_ESCAPE_HATCH)) {
_vm->_dialogs->show(10110);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_TARGET_COMPUTER)) {
_vm->_dialogs->show(10111);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_LIBRARY_COMPUTER)) {
_vm->_dialogs->show(10126);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_DAMAGE_CONTROL_PANEL)) {
_vm->_dialogs->show(10112);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_NAVIGATION_CONTROLS)) {
_vm->_dialogs->show(10113);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_ENGINEERING_CONTROLS)) {
_vm->_dialogs->show(10114);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_WEAPONS_DISPLAY)) {
_vm->_dialogs->show(10115);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_SHIELD_STATUS_PANEL)) {
_vm->_dialogs->show(10116);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_TAKE, NOUN_PLASTIC_JESUS)) {
_vm->_dialogs->show(10118);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_TAKE, NOUN_FUZZY_DICE)) {
_vm->_dialogs->show(10119);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_OPEN, NOUN_DAMAGE_CONTROL_PANEL)) {
_vm->_dialogs->show(10121);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_OPEN, NOUN_CURTAINS)) {
_vm->_dialogs->show(10122);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_CLOSE, NOUN_CURTAINS)) {
_vm->_dialogs->show(10123);
_action._inProgress = false;
return;
}
if ((_action.isAction(VERB_LOOK) || _action.isAction(VERB_PLAY)) && _action.isObject(NOUN_VIDEO_GAME)) {
_vm->_dialogs->show(10124);
_action._inProgress = false;
return;
}
}
/*------------------------------------------------------------------------*/
Scene102::Scene102(MADSEngine *vm) : Scene1xx(vm) {
_fridgeOpenedFl = false;
_fridgeOpenedDescr = false;
_fridgeFirstOpenFl = false;
_chairDescrFl = false;
_drawerDescrFl = false;
_activeMsgFl = false;
_fridgeCommentCount = 0;
}
void Scene102::synchronize(Common::Serializer &s) {
Scene1xx::synchronize(s);
s.syncAsByte(_fridgeOpenedFl);
s.syncAsByte(_fridgeOpenedDescr);
s.syncAsByte(_fridgeFirstOpenFl);
s.syncAsByte(_chairDescrFl);
s.syncAsByte(_drawerDescrFl);
s.syncAsByte(_activeMsgFl);
s.syncAsSint16LE(_fridgeCommentCount);
}
void Scene102::setup() {
_scene->_animationData->preLoad(formAnimName('A', -1), 3);
setPlayerSpritesPrefix();
setAAName();
}
void Scene102::addRandomMessage() {
_scene->_kernelMessages.reset();
_game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON;
int quoteId = _vm->getRandomNumber(65, 69);
_scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 73, 120, _game.getQuote(quoteId));
_activeMsgFl = true;
}
void Scene102::enter() {
sceneEntrySound();
_globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('x', 1));
_globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('x', 2));
_globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('x', 3));
_globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('x', 4));
_globals._spriteIndexes[5] = _scene->_sprites.addSprites(formAnimName('x', 5));
_globals._spriteIndexes[6] = _scene->_sprites.addSprites(formAnimName('b', -1));
_globals._spriteIndexes[7] = _scene->_sprites.addSprites(formAnimName('c', -1));
_globals._spriteIndexes[8] = _scene->_sprites.addSprites(formAnimName('e', -1));
_globals._spriteIndexes[9] = _scene->_sprites.addSprites(formAnimName('n', -1));
_globals._spriteIndexes[10] = _scene->_sprites.addSprites(formAnimName('g', -1));
_globals._spriteIndexes[11] = _scene->_sprites.addSprites("*RXMRC_8");
_globals._spriteIndexes[13] = _scene->_sprites.addSprites(formAnimName('x', 0));
_globals._sequenceIndexes[1] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[1], false, 8, 0, 0, 0);
_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 170, 0, 1, 6);
_globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 11, 0, 2, 3);
_globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 4, 0, 1, 0);
_globals._sequenceIndexes[5] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 3, 0, 0, 5);
if (_game._objects.isInRoom(OBJ_BINOCULARS))
_globals._sequenceIndexes[9] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 24, 0, 0, 24);
else
_scene->_hotspots.activate(NOUN_BINOCULARS, false);
_scene->_hotspots.activate(NOUN_BURGER, false);
if (_globals[kMedicineCabinetOpen]) {
_globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 6, 0, 0);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[8], -2, -2);
}
if (_scene->_priorSceneId == 101) {
_game._player._playerPos = Common::Point(229, 109);
_game._player._stepEnabled = false;
_globals._sequenceIndexes[6] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[6], false, 6, 1, 0, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SEQUENCE_TRIGGER_EXPIRE, 0, 70);
} else if (_scene->_priorSceneId == 103)
_game._player._playerPos = Common::Point(47, 152);
else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._facing = FACING_NORTHWEST;
_game._player._playerPos = Common::Point(32, 129);
}
if (_scene->_priorSceneId != 106) {
if (_globals[kWaterInAPuddle]) {
_globals._sequenceIndexes[13] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[13], false, 6, 0, 0, 0);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[13], -2, -2);
_scene->_sequences.setDepth(_globals._sequenceIndexes[13], 5);
}
} else {
_game._player._stepEnabled = false;
_game._player._visible = false;
_globals._sequenceIndexes[13] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[13], false, 6, 1, 0, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SEQUENCE_TRIGGER_EXPIRE, 0, 72);
_scene->_sequences.setDepth(_globals._sequenceIndexes[13], 5);
_vm->_sound->command(24);
_vm->_sound->command(28);
}
_fridgeOpenedFl = false;
_fridgeOpenedDescr = false;
_fridgeCommentCount = 0;
_fridgeFirstOpenFl = true;
_chairDescrFl = false;
_activeMsgFl = false;
_game.loadQuoteSet(0x3B, 0x3C, 0x3D, 0x3E, 0x3F, 0x40, 0x41, 0x42, 0x45, 0x43, 0);
if (_scene->_priorSceneId == 101)
_vm->_sound->command(20);
}
void Scene102::step() {
if (_game._trigger == 70)
_game._player._stepEnabled = true;
if (_game._trigger == 72) {
_globals._sequenceIndexes[13] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[13], false, 6, 0, 0, 0);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[13], -2, -2);
_scene->_sequences.setDepth(_globals._sequenceIndexes[13], 5);
_scene->_sequences.addTimer(48, 90);
}
if (_game._trigger >= 90) {
if (_game._trigger >= 94) {
_scene->loadAnimation(formAnimName('B', -1), 71);
_game._player._stepEnabled = false;
_game._player._visible = false;
_globals[kWaterInAPuddle] = true;
_vm->_sound->command(24);
} else {
_vm->_sound->command(23);
_scene->_sequences.addTimer(48, _game._trigger + 1);
}
}
if (_game._trigger == 71) {
_game._player._stepEnabled = true;
_game._player._visible = true;
_game._player._priorTimer = _scene->_frameStartTime - _game._player._ticksAmount;
}
if (_fridgeOpenedFl && !_fridgeOpenedDescr) {
_fridgeCommentCount++;
if (_fridgeCommentCount > 16384) {
_fridgeOpenedDescr = true;
_vm->_dialogs->show(10213);
}
}
if (!_activeMsgFl && (_game._player._playerPos == Common::Point(177, 114)) && (_game._player._facing == FACING_NORTH)
&& (_vm->getRandomNumber(1, 5000) == 1)) {
_scene->_kernelMessages.reset();
_activeMsgFl = false;
addRandomMessage();
}
if (_game._trigger == 73)
_activeMsgFl = false;
}
void Scene102::preActions() {
if (_action.isObject(NOUN_REFRIGERATOR) || _action.isObject(NOUN_POSTER))
_game._player._needToWalk = _game._player._readyToWalk;
if (_fridgeOpenedFl && !_action.isObject(NOUN_REFRIGERATOR)) {
switch (_game._trigger) {
case 0:
if (_game._player._needToWalk) {
_scene->_sequences.remove(_globals._sequenceIndexes[7]);
_globals._sequenceIndexes[7] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[7], false, 6, 1, 0, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[7], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[7], 15);
_game._player._stepEnabled = false;
_vm->_sound->command(20);
}
break;
case 1:
if (_game._objects.isInRoom(OBJ_BURGER)) {
_scene->_sequences.remove(_globals._sequenceIndexes[10]);
_scene->_hotspots.activate(NOUN_BURGER, false);
}
_fridgeOpenedFl = false;
_game._player._stepEnabled = true;
break;
default:
break;
}
}
if (_game._player._needToWalk)
_scene->_kernelMessages.reset();
}
void Scene102::actions() {
if (_action._lookFlag) {
_vm->_dialogs->show(10234);
_action._inProgress = false;
return;
}
bool justOpenedFl = false;
if (_action.isObject(NOUN_REFRIGERATOR) && !_fridgeOpenedFl) {
switch (_game._trigger) {
case 0:
_globals._sequenceIndexes[7] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[7], false, 6, 1, 0, 0);
_scene->_sequences.setDepth(_globals._sequenceIndexes[7], 15);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[7], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
if (_game._objects.isInRoom(OBJ_BURGER)) {
_globals._sequenceIndexes[10] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[10], false, 7, 0, 0, 0);
_scene->_sequences.setDepth(_globals._sequenceIndexes[10], 14);
}
_game._player._stepEnabled = false;
_vm->_sound->command(20);
_action._inProgress = false;
return;
case 1:
_globals._sequenceIndexes[7] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[7], false, 6, 0, 0, 0);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[7], -2, -2);
_scene->_sequences.setDepth(_globals._sequenceIndexes[7], 15);
int delay;
if (_action.isAction(VERB_WALKTO) && !_fridgeFirstOpenFl)
delay = 0;
else
delay = 48;
_scene->_sequences.addTimer(delay, 2);
_action._inProgress = false;
return;
case 2:
_fridgeOpenedFl = true;
_fridgeOpenedDescr = false;
_fridgeCommentCount = 0;
_game._player._stepEnabled = true;
justOpenedFl = true;
if (_game._objects.isInRoom(OBJ_BURGER))
_scene->_hotspots.activate(NOUN_BURGER, true);
break;
default:
break;
}
}
if (_action.isAction(VERB_LOOK, NOUN_REFRIGERATOR) || _action.isAction(VERB_OPEN, NOUN_REFRIGERATOR)) {
if (_game._objects.isInRoom(OBJ_BURGER))
_vm->_dialogs->show(10230);
else
_vm->_dialogs->show(10229);
_fridgeFirstOpenFl = false;
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_WALKTO, NOUN_REFRIGERATOR) && justOpenedFl) {
_fridgeFirstOpenFl = false;
int quoteId = _vm->getRandomNumber(59, 63);
Common::String curQuote = _game.getQuote(quoteId);
int width = _scene->_kernelMessages._talkFont->getWidth(curQuote, -1);
_scene->_kernelMessages.reset();
_game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON;
_scene->_kernelMessages.add(Common::Point(210, 60), 0x1110, 0, 73, 120, curQuote);
_scene->_kernelMessages.add(Common::Point(214 + width, 60), 0x1110, 0, 73, 120, _game.getQuote(64));
_activeMsgFl = true;
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_CLOSE, NOUN_REFRIGERATOR)) {
_vm->_dialogs->show(10213);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_TAKE, NOUN_REFRIGERATOR)) {
_vm->_dialogs->show(8);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_WALK_THROUGH, NOUN_DOOR)) {
switch (_game._trigger) {
case 0:
_globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 6, 1, 0, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
_game._player._stepEnabled = false;
_vm->_sound->command(20);
break;
case 1:
_scene->_nextSceneId = 101;
break;
default:
break;
}
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_WALKTO, NOUN_ENGINEERING_SECTION)) {
_scene->_nextSceneId = 103;
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_WALKTO, NOUN_POSTER) || _action.isAction(VERB_LOOK, NOUN_POSTER) || _action.isAction(VERB_WALKTO, NOUN_BINOCULARS)) {
addRandomMessage();
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_WEIGHT_MACHINE)) {
_vm->_dialogs->show(10212);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_ENGINEERING_SECTION)) {
_vm->_dialogs->show(10205);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_DOOR)) {
_vm->_dialogs->show(10204);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_STARE_AT, NOUN_CEILING) || _action.isAction(VERB_LOOK, NOUN_CEILING)) {
_vm->_dialogs->show(10203);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_STARE_AT, NOUN_OVERHEAD_LAMP) || _action.isAction(VERB_LOOK, NOUN_OVERHEAD_LAMP)) {
_vm->_dialogs->show(10202);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_ROBO_KITCHEN)) {
_vm->_dialogs->show(10215);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_PUT, NOUN_BURGER, NOUN_ROBO_KITCHEN) && _game._objects.isInInventory(OBJ_BURGER)) {
_vm->_dialogs->show(10216);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_PUT, NOUN_REFRIGERATOR) && _game._objects.isInInventory(_game._objects.getIdFromDesc(_action._activeAction._objectNameId))) {
_vm->_dialogs->show(10217);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_PUT, NOUN_DEAD_FISH, NOUN_ROBO_KITCHEN) || _action.isAction(VERB_PUT, NOUN_STUFFED_FISH, NOUN_ROBO_KITCHEN)) {
_vm->_dialogs->show(10230);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_OPEN, NOUN_ROBO_KITCHEN)) {
_vm->_dialogs->show(10218);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_CLOSET)) {
_vm->_dialogs->show(10219);
_action._inProgress = false;
return;
}
if ((_action.isObject(NOUN_LADDER) || _action.isObject(NOUN_HATCHWAY)) && (_action.isAction(VERB_LOOK) || _action.isAction(VERB_CLIMB_UP) || _action.isAction(VERB_CLIMB_THROUGH))) {
if (_game._objects.isInInventory(OBJ_REBREATHER)) {
if (!_action.isAction(VERB_CLIMB_UP) && !_action.isAction(VERB_CLIMB_THROUGH)) {
_vm->_dialogs->show(10231);
_action._inProgress = false;
return;
}
} else if (_action.isAction(VERB_LOOK) || (_game._difficulty != DIFFICULTY_HARD)) {
_vm->_dialogs->show(10222);
_action._inProgress = false;
return;
}
}
if ((_action.isObject(NOUN_LADDER) || _action.isObject(NOUN_HATCHWAY)) && (_action.isAction(VERB_CLIMB_UP) || _action.isAction(VERB_CLIMB_THROUGH)) ) {
switch (_game._trigger) {
case 0:
_scene->loadAnimation(formAnimName('A', -1), 1);
_game._player._stepEnabled = false;
_game._player._visible = false;
break;
case 1:
_vm->_sound->command(24);
_scene->_sequences.addTimer(48, 2);
break;
case 2:
case 3:
case 4:
_vm->_sound->command(23);
_scene->_sequences.addTimer(48, _game._trigger + 1);
break;
case 5:
_vm->_sound->command(24);
_scene->_sequences.addTimer(48, _game._trigger + 1);
break;
case 6:
if (_game._objects.isInInventory(OBJ_REBREATHER) && !_game._visitedScenes.exists(106))
_vm->_dialogs->show(10237);
_scene->_nextSceneId = 106;
break;
default:
break;
}
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_POWER_STATUS_PANEL)) {
_vm->_dialogs->show(10226);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_WINDOW) || _action.isAction(VERB_LOOK_THROUGH, NOUN_WINDOW)) {
_vm->_dialogs->show(10227);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_DOORWAY) || _action.isAction(VERB_WALKTO, NOUN_DOORWAY)) {
_vm->_dialogs->show(10228);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_DRAWER) || ((_action.isAction(VERB_CLOSE, NOUN_DRAWER) || _action.isAction(VERB_PUSH, NOUN_DRAWER)) && !_drawerDescrFl)) {
_vm->_dialogs->show(10220);
_drawerDescrFl = true;
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_CLOSE, NOUN_DRAWER) || _action.isAction(VERB_PUSH, NOUN_DRAWER)) {
_vm->_dialogs->show(10221);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_OPEN, NOUN_DRAWER)) {
_vm->_dialogs->show(10236);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_CHAIR) || (_action.isAction(VERB_SIT_IN, NOUN_CHAIR) && !_chairDescrFl)) {
_chairDescrFl = true;
_vm->_dialogs->show(10210);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_SIT_IN, NOUN_CHAIR)) {
_vm->_dialogs->show(10211);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_MEDICINE_CABINET)) {
if (_globals[kMedicineCabinetOpen])
_vm->_dialogs->show(10207);
else
_vm->_dialogs->show(10206);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_CLOSE, NOUN_MEDICINE_CABINET) && _globals[kMedicineCabinetOpen]) {
switch (_game._trigger) {
case 0:
_scene->_sequences.remove(_globals._sequenceIndexes[8]);
_globals._sequenceIndexes[8] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[8], false, 6, 1, 0, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[8], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
_game._player._stepEnabled = false;
_vm->_sound->command(21);
break;
case 1:
_scene->_sequences.addTimer(48, 2);
break;
case 2:
_game._player._stepEnabled = true;
_globals[kMedicineCabinetOpen] = false;
_vm->_dialogs->show(10209);
break;
default:
break;
}
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_OPEN, NOUN_MEDICINE_CABINET) && !_globals[kMedicineCabinetOpen]) {
switch (_game._trigger) {
case 0:
_globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 6, 1, 0, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[8], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
_game._player._stepEnabled = false;
_vm->_sound->command(21);
break;
case 1:
_globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 6, 0, 0, 0);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[8], -2, -2);
_scene->_sequences.addTimer(48, 2);
break;
case 2:
_game._player._stepEnabled = true;
_globals[kMedicineCabinetOpen] = true;
if (_globals[kMedicineCabinetVirgin]) {
_vm->_dialogs->show(10208);
} else {
_vm->_dialogs->show(10207);
}
_globals[kMedicineCabinetVirgin] = false;
break;
default:
break;
}
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_TAKE, NOUN_BINOCULARS) && _game._objects.isInRoom(OBJ_BINOCULARS)) {
switch (_game._trigger) {
case 0:
_globals._sequenceIndexes[11] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[11], false, 3, 1, 0, 0);
_scene->_sequences.setMsgLayout(_globals._sequenceIndexes[11]);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
_game._player._visible = false;
_game._player._stepEnabled = false;
break;
case 1:
_game._objects.addToInventory(OBJ_BINOCULARS);
_scene->_sequences.remove(_globals._sequenceIndexes[9]);
_scene->_hotspots.activate(NOUN_BINOCULARS, false);
_game._player._visible = true;
_game._player._stepEnabled = true;
_vm->_sound->command(22);
_vm->_dialogs->showItem(OBJ_BINOCULARS, 10201);
break;
default:
break;
}
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_TAKE, NOUN_BURGER) && _game._objects.isInRoom(OBJ_BURGER)) {
if (_game._trigger == 0) {
_vm->_dialogs->showItem(OBJ_BURGER, 10235);
_scene->_sequences.remove(_globals._sequenceIndexes[10]);
_game._objects.addToInventory(OBJ_BURGER);
_scene->_hotspots.activate(NOUN_BURGER, false);
_vm->_sound->command(22);
_game._player._visible = true;
_game._player._stepEnabled = true;
}
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_TAKE, NOUN_POSTER)) {
_vm->_dialogs->show(10224);
_action._inProgress = false;
return;
}
if ((_action.isAction(VERB_PUSH) || _action.isAction(VERB_PULL)) && _action.isObject(NOUN_WEIGHT_MACHINE)) {
_vm->_dialogs->show(10225);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_FLOOR)) {
_vm->_dialogs->show(10232);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_BINOCULARS) && !_game._objects.isInInventory(OBJ_BINOCULARS)) {
_vm->_dialogs->show(10233);
_action._inProgress = false;
return;
}
if (_action.isAction(VERB_LOOK, NOUN_BURGER) && (_action._mainObjectSource == CAT_HOTSPOT)) {
_vm->_dialogs->show(801);
_action._inProgress = false;
}
}
void Scene102::postActions() {
if (_action.isAction(VERB_PUT, NOUN_ROBO_KITCHEN) && _game._objects.isInInventory(_game._objects.getIdFromDesc(_action._activeAction._objectNameId))) {
_vm->_dialogs->show(10217);
_action._inProgress = false;
}
}
/*------------------------------------------------------------------------*/
Scene103::Scene103(MADSEngine *vm) : Scene1xx(vm) {
_updateClock = 0;
}
void Scene103::synchronize(Common::Serializer &s) {
Scene1xx::synchronize(s);
byte dummy = 0;
s.syncAsByte(dummy); // In order to avoid to break savegame compatibility
s.syncAsUint32LE(_updateClock);
}
void Scene103::setup() {
setPlayerSpritesPrefix();
setAAName();
}
void Scene103::enter() {
_globals._spriteIndexes[0] = _scene->_sprites.addSprites(formAnimName('x', 0));
_globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('x', 1));
_globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('x', 2));
_globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('x', 3));
_globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('x', 4));
_globals._spriteIndexes[5] = _scene->_sprites.addSprites(formAnimName('x', 5));
_globals._spriteIndexes[6] = _scene->_sprites.addSprites(formAnimName('b', -1));
_globals._spriteIndexes[7] = _scene->_sprites.addSprites(formAnimName('h', -1));
_globals._spriteIndexes[8] = _scene->_sprites.addSprites(formAnimName('m', -1));
_globals._spriteIndexes[9] = _scene->_sprites.addSprites(formAnimName('t', -1));
_globals._spriteIndexes[10] = _scene->_sprites.addSprites(formAnimName('r', -1));
_globals._spriteIndexes[11] = _scene->_sprites.addSprites(formAnimName('c', -1));
_globals._spriteIndexes[12] = _scene->_sprites.addSprites("*RXMBD_2");
_globals._spriteIndexes[13] = _scene->_sprites.addSprites("*RXMRD_3");
_globals._spriteIndexes[15] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 7, 0, 1, 0);
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 6, 0, 2, 0);
_scene->_sequences.setDepth(_globals._sequenceIndexes[1], 0);
_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 6, 0, 0, 25);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_SPRITE, 2, 72);
_globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 0, 1, 37);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_SPRITE, 2, 73);
_globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 8);
_globals._sequenceIndexes[7] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[7], false, 6);
_globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 6);
_globals._sequenceIndexes[5] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 6);
if (_game._objects.isInRoom(OBJ_TIMER_MODULE))
_globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 6);
else
_vm->_game->_scene._hotspots.activate(371, false);
if (_game._objects.isInRoom(OBJ_REBREATHER))
_globals._sequenceIndexes[10] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[10], false, 6);
else
_vm->_game->_scene._hotspots.activate(289, false);
if (_globals[kTurkeyExploded]) {
_globals._sequenceIndexes[9] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 6);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[9], -2, -2);
_scene->_hotspots.activate(362, false);
}
if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(237, 74);
if (_scene->_priorSceneId == 102) {
_game._player._stepEnabled = false;
_globals._sequenceIndexes[6] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[6], false, 6, 1, 0, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SEQUENCE_TRIGGER_EXPIRE, 0, 70);
}
sceneEntrySound();
_vm->_game->loadQuoteSet(70, 51, 71, 7, 73, 0);
if (!_game._visitedScenes._sceneRevisited) {
int msgIndex = _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(70));
_scene->_kernelMessages.setQuoted(msgIndex, 4, true);
}
if (_scene->_priorSceneId == 102)
_vm->_sound->command(20);
_vm->_palette->setEntry(252, 63, 63, 10);
_vm->_palette->setEntry(253, 45, 45, 10);
_updateClock = _scene->_frameStartTime;
}
void Scene103::step() {
switch (_vm->_game->_trigger) {
case 70:
_vm->_game->_player._stepEnabled = true;
break;
case 72: {
Common::Point pt = _vm->_game->_player._playerPos;
int dist = _vm->hypotenuse(pt.x - 58, pt.y - 93);
_vm->_sound->command(27, (dist * -128 / 378) + 127);
}
break;
case 73: {
Common::Point pt = _vm->_game->_player._playerPos;
int dist = _vm->hypotenuse(pt.x - 266, pt.y - 81);
_vm->_sound->command(27, (dist * -127 / 378) + 127);
}
break;
default:
break;
}
if (_scene->_frameStartTime >= _updateClock) {
Common::Point pt = _vm->_game->_player._playerPos;
int dist = _vm->hypotenuse(pt.x - 79, pt.y - 137);
_vm->_sound->command(29, (dist * -127 / 378) + 127);
pt = _vm->_game->_player._playerPos;
dist = _vm->hypotenuse(pt.x - 69, pt.y - 80);
_vm->_sound->command(30, (dist * -127 / 378) + 127);
pt = _vm->_game->_player._playerPos;
dist = _vm->hypotenuse(pt.x - 266, pt.y - 138);
_vm->_sound->command(32, (dist * -127 / 378) + 127);
_updateClock = _scene->_frameStartTime + _vm->_game->_player._ticksAmount;
}
}
void Scene103::actions() {
if (_action._savedFields._lookFlag)
_vm->_dialogs->show(10322);
else if (_action.isAction(VERB_WALK_THROUGH, NOUN_DOOR)) {
switch (_vm->_game->_trigger) {
case 0:
_globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 6, 1);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
_game._player._stepEnabled = false;
_vm->_sound->command(20);
break;
case 1:
_vm->_sound->command(1);
_scene->_nextSceneId = 102;
_game._player._stepEnabled = true;
break;
default:
break;
}
} else if (_action.isAction(VERB_TAKE, NOUN_TIMER_MODULE) && _game._objects.isInRoom(OBJ_TIMER_MODULE)) {
switch (_vm->_game->_trigger) {
case 0:
_scene->changeVariant(1);
_globals._sequenceIndexes[13] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[13], false, 3, 2);
_scene->_sequences.setMsgLayout(_globals._sequenceIndexes[13]);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SEQUENCE_TRIGGER_SPRITE, 7, 1);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SEQUENCE_TRIGGER_EXPIRE, 0, 2);
_vm->_game->_player._visible = false;
_vm->_game->_player._stepEnabled = false;
break;
case 1:
_scene->_sequences.remove(_globals._sequenceIndexes[11]);
break;
case 2:
_vm->_sound->command(22);
_game._objects.addToInventory(OBJ_TIMER_MODULE);
_scene->changeVariant(0);
_scene->drawElements(kTransitionNone, false);
_scene->_hotspots.activate(371, false);
_vm->_game->_player._visible = true;
_vm->_game->_player._stepEnabled = true;
_vm->_dialogs->showItem(OBJ_TIMER_MODULE, 805);
break;
default:
break;
}
} else if (_action.isAction(VERB_TAKE, NOUN_REBREATHER, 0) && _game._objects.isInRoom(OBJ_REBREATHER)) {
switch (_vm->_game->_trigger) {
case 0:
_globals._sequenceIndexes[12] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[12], false, 3, 2);
_scene->_sequences.setMsgLayout(_globals._sequenceIndexes[12]);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[12], SEQUENCE_TRIGGER_SPRITE, 6, 1);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[12], SEQUENCE_TRIGGER_EXPIRE, 0, 2);
_vm->_game->_player._visible = false;
_vm->_game->_player._stepEnabled = false;
break;
case 1:
_scene->_sequences.remove(_globals._sequenceIndexes[10]);
break;
case 2:
_vm->_sound->command(22);
_game._objects.addToInventory(OBJ_REBREATHER);
_scene->_hotspots.activate(289, false);
_vm->_game->_player._visible = true;
_vm->_game->_player._stepEnabled = true;
_vm->_dialogs->showItem(OBJ_REBREATHER, 804);
break;
default:
break;
}
} else if (_action.isAction(VERB_LOOK, 362))
_vm->_dialogs->show(10301);
else if (_action.isAction(VERB_TAKE, 362)) {
// Take Turkey
if (!_vm->_game->_trigger)
_vm->_sound->command(31);
if (_vm->_game->_trigger < 2) {
_globals._sequenceIndexes[9] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 6, _vm->_game->_trigger < 1 ? 1 : 0);
if (_vm->_game->_trigger) {
// Lock the turkey into a permanent "exploded" frame
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[9], -2, -2);
// Rex says "Gads.."
Common::String msg = _game.getQuote(51);
_scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 18, 0, 60, msg);
_scene->_sequences.addTimer(120, _vm->_game->_trigger + 1);
} else {
// Initial turky explosion
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[9], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
}
}
// Re-enable player if sequence is ended, and set global flag
_game._player._stepEnabled = _game._trigger == 2;
_globals[kTurkeyExploded] = -1;
if (_game._trigger == 2) {
// Show exposition dialog at end of sequence
_vm->_dialogs->show(10302);
_scene->_hotspots.activate(362, false);
}
} else if (_action.isAction(VERB_LOOK, 250))
_vm->_dialogs->show(!_globals[kTurkeyExploded] ? 10323 : 10303);
else if (_action.isAction(VERB_TALKTO, 27)) {
switch (_vm->_game->_trigger) {
case 0: {
_game._player._stepEnabled = false;
Common::String msg = _game.getQuote(71);
_scene->_kernelMessages.add(Common::Point(), 0x1110, 18, 1, 120, msg);
break;
}
case 1: {
Common::String msg = _game.getQuote(72);
_scene->_kernelMessages.add(Common::Point(310, 132), 0xFDFC, 16, 2, 120, msg);
break;
}
case 2:
_scene->_kernelMessages.reset();
_scene->_sequences.addTimer(1, 3);
break;
case 3:
_game._player._stepEnabled = true;
_vm->_dialogs->show(10306);
break;
default:
break;
}
} else if (_action.isAction(VERB_LOOK, 27))
_vm->_dialogs->show(10304);
else if (_action.isAction(VERB_LOOK, 36))
_vm->_dialogs->show(10307);
else if (_action.isAction(VERB_LOOK, 55))
_vm->_dialogs->show(10308);
else if (_action.isAction(VERB_TAKE, 315))
_vm->_dialogs->show(10309);
else if (_action.isAction(VERB_TAKE, 85))
_vm->_dialogs->show(10310);
else if (_action.isAction(VERB_LOOK, 144))
_vm->_dialogs->show(10312);
else if (_action.isAction(VERB_OPEN, 144))
_vm->_dialogs->show(10313);
else if (_action.isAction(VERB_CLOSE, 27))
_vm->_dialogs->show(10314);
else if (_action.isAction(VERB_LOOK, 310))
_vm->_dialogs->show(10315);
else if (_action.isAction(VERB_LOOK, 178))
_vm->_dialogs->show(10316);
else if (_action.isAction(VERB_LOOK, 283))
_vm->_dialogs->show(10317);
else if (_action.isAction(VERB_LOOK, 120))
_vm->_dialogs->show(10318);
else if (_action.isAction(VERB_LOOK, 289) && _game._objects.isInInventory(OBJ_REBREATHER))
_vm->_dialogs->show(10319);
else if (_action.isAction(VERB_LOOK, 371) && _game._objects.isInInventory(OBJ_TIMER_MODULE))
_vm->_dialogs->show(10320);
else if (_action.isAction(VERB_LOOK, 137))
_vm->_dialogs->show(10321);
else if (_action.isAction(VERB_LOOK, 409))
_vm->_dialogs->show(_game._objects.isInInventory(OBJ_TIMER_MODULE) ? 10324 : 10325);
else
return;
_action._inProgress = false;
}
void Scene103::postActions() {
if (_action.isObject(NOUN_AUXILIARY_POWER) && !_action.isAction(VERB_WALKTO)) {
_vm->_dialogs->show(10305);
_action._inProgress = false;
} else if (_action.isAction(VERB_PUT, NOUN_COAL, NOUN_FURNACE)) {
Common::String msg = _game.getQuote(73);
_scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, msg);
_action._inProgress = false;
}
}
/*------------------------------------------------------------------------*/
Scene104::Scene104(MADSEngine *vm) : Scene1xx(vm) {
_kargShootingFl = false;
_loseFl = false;
}
void Scene104::synchronize(Common::Serializer &s) {
Scene1xx::synchronize(s);
s.syncAsByte(_kargShootingFl);
s.syncAsByte(_loseFl);
}
void Scene104::setup() {
// Preloading has been skipped
setPlayerSpritesPrefix();
setAAName();
}
void Scene104::enter() {
_globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('h', -1));
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 14, 0, 0, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[1], 8);
if (_scene->_priorSceneId == 105)
_game._player._playerPos = Common::Point(302, 107);
else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(160, 134);
_loseFl = false;
_game.loadQuoteSet(0x35, 0x34, 0);
_kargShootingFl = false;
if (_vm->getRandomNumber(1, 3) == 1) {
_scene->loadAnimation(Resources::formatName(104, 'B', -1, EXT_AA, ""), 0);
_kargShootingFl = true;
}
sceneEntrySound();
}
void Scene104::step() {
if ((_game._player._playerPos == Common::Point(189, 70)) && (_game._trigger || !_loseFl)) {
if (_game._player._facing == FACING_SOUTHWEST || _game._player._facing == FACING_SOUTHEAST)
_game._player._facing = FACING_SOUTH;
if (_game._player._facing == FACING_NORTHWEST || _game._player._facing == FACING_NORTHEAST)
_game._player._facing = FACING_NORTH;
bool mirrorFl = false;
if (_game._player._facing == FACING_WEST) {
_game._player._facing = FACING_EAST;
mirrorFl = true;
}
_loseFl = true;
switch (_game._player._facing) {
case FACING_EAST:
switch (_game._trigger) {
case 0:
_scene->_kernelMessages.reset();
_scene->freeAnimation();
_scene->resetScene();
_game._player._stepEnabled = false;
_game._player._visible = false;
_globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('a', 0));
_vm->_palette->refreshSceneColors();
_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], mirrorFl, 7, 1, 0, 0);
_scene->_sequences.setPosition(_globals._sequenceIndexes[2], Common::Point(198, 143));
_scene->_sequences.setDepth(_globals._sequenceIndexes[2], 4);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
break;
case 1:
_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], mirrorFl, 7, 0, 0, 0);
_scene->_sequences.setPosition(_globals._sequenceIndexes[2], Common::Point(198, 143));
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], -2, -2);
_scene->_sequences.addTimer(90, 2);
break;
case 2:
_vm->_dialogs->show(10406);
_scene->_reloadSceneFlag = true;
break;
default:
break;
}
break;
case FACING_SOUTH:
switch (_game._trigger) {
case 0:
_scene->_kernelMessages.reset();
_scene->freeAnimation();
_scene->resetScene();
_game._player._stepEnabled = false;
_game._player._visible = false;
_globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('a', 1));
_vm->_palette->refreshSceneColors();
_globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 1, 0, 0);
_scene->_sequences.setPosition(_globals._sequenceIndexes[3], Common::Point(198, 143));
_scene->_sequences.setDepth(_globals._sequenceIndexes[3], 4);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 1, 14);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
break;
case 1:
_globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 5, 1, 0, 0);
_scene->_sequences.setPosition(_globals._sequenceIndexes[3], Common::Point(198, 143));
_scene->_sequences.setDepth(_globals._sequenceIndexes[3], 4);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 15, 32);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 2);
break;
case 2:
_globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 3, 0, 0, 0);
_scene->_sequences.setPosition(_globals._sequenceIndexes[3], Common::Point(198, 143));
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], -2, -2);
_scene->_sequences.addTimer(90, 3);
break;
case 3:
_vm->_dialogs->show(10406);
_scene->_reloadSceneFlag = true;
break;
default:
break;
}
break;
case FACING_NORTH:
switch (_game._trigger) {
case 0:
_scene->_kernelMessages.reset();
_scene->freeAnimation();
_scene->resetScene();
_game._player._stepEnabled = false;
_game._player._visible = false;
_globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('a', 2));
_vm->_palette->refreshSceneColors();
_globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 8, 1, 0, 0);
_scene->_sequences.setPosition(_globals._sequenceIndexes[4], Common::Point(198, 143));
_scene->_sequences.setDepth(_globals._sequenceIndexes[4], 4);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
if (_game._storyMode >= STORYMODE_NICE)
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_SPRITE, 15, 2);
break;
case 1:
_globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 8, 0, 0, 0);
_scene->_sequences.setPosition(_globals._sequenceIndexes[4], Common::Point(198, 143));
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[4], -2, -2);
_scene->_sequences.addTimer(90, 2);
break;
case 2:
_vm->_dialogs->show(10406);
_scene->_reloadSceneFlag = true;
break;
default:
break;
}
break;
default:
break;
}
if (!_game._trigger)
_vm->_sound->command(34);
}
if (_game._player._moving && (_scene->_rails.getNext() > 0)) {
_game._player.cancelCommand();
_game._player.startWalking(Common::Point(189, 70), FACING_NONE);
_scene->_rails.resetNext();
}
if ((_game._player._special > 0) && _game._player._stepEnabled)
_game._player._stepEnabled = false;
if (_kargShootingFl && (_scene->_animation[0]->getCurrentFrame() >= 19)) {
_scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(52));
_kargShootingFl = false;
}
}
void Scene104::preActions() {
if (_action.isAction(VERB_SWIM_TOWARDS, NOUN_EASTERN_CLIFF_FACE))
_game._player._walkOffScreenSceneId = 105;
if (_action.isAction(VERB_SWIM_TOWARDS, NOUN_OPEN_AREA_TO_SOUTH))
_game._player._walkOffScreenSceneId = 106;
}
void Scene104::actions() {
if (_action._lookFlag)
_vm->_dialogs->show(10405);
else if (_action.isAction(VERB_LOOK, NOUN_CURIOUS_WEED_PATCH))
_vm->_dialogs->show(10404);
else if (_action.isAction(VERB_LOOK, NOUN_SURFACE))
_vm->_dialogs->show(10403);
else if (_action.isAction(VERB_LOOK, NOUN_CLIFF_FACE))
_vm->_dialogs->show(10401);
else if (_action.isAction(VERB_LOOK, NOUN_OCEAN_FLOOR))
_vm->_dialogs->show(10402);
else
return;
_action._inProgress = false;
}
/*------------------------------------------------------------------------*/
Scene105::Scene105(MADSEngine *vm) : Scene1xx(vm) {
_explosionFl = false;
}
void Scene105::synchronize(Common::Serializer &s) {
Scene1xx::synchronize(s);
s.syncAsByte(_explosionFl);
}
void Scene105::setup() {
// Preloading has been skipped
setPlayerSpritesPrefix();
setAAName();
}
void Scene105::enter() {
_globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('m', 1));
_globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('f', 4));
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 8, 0, 0, 0);
if (_globals[kFishIn105]) {
_globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 6, 0, 0, 0);
_scene->_sequences.setPosition(_globals._sequenceIndexes[4], Common::Point(48, 144));
int idx = _scene->_dynamicHotspots.add(101, 348, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(56, 141), FACING_NORTHWEST);
}
if (_scene->_priorSceneId == 104)
_game._player._playerPos = Common::Point(13, 97);
else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(116, 147);
_game.loadQuoteSet(0x4A, 0x4B, 0x4C, 0x35, 0x34, 0);
_explosionFl = false;
sceneEntrySound();
}
void Scene105::step() {
if ((_game._player._playerPos == Common::Point(170, 87)) && (_game._trigger || !_explosionFl)) {
_explosionFl = true;
switch (_game._trigger) {
case 0:
_scene->_kernelMessages.reset();
_scene->resetScene();
_game._player._stepEnabled = false;
_game._player._visible = false;
_globals._spriteIndexes[0] = _scene->_sprites.addSprites(formAnimName('m', 0));
_globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('m', 2));
_globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('m', 3));
_vm->_sound->command(33);
_scene->clearSequenceList();
_vm->_palette->refreshSceneColors();
_globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 6, 1, 0, 0);
_scene->_sequences.setDepth(_globals._sequenceIndexes[0], 8);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
if (_game._storyMode >= STORYMODE_NICE)
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SEQUENCE_TRIGGER_SPRITE, 8, 3);
break;
case 1:
_globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 0, 0, 0);
_scene->_sequences.setDepth(_globals._sequenceIndexes[3], 8);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], -2, -2);
_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 9, 1, 0, 0);
_scene->_sequences.updateTimeout(_globals._sequenceIndexes[2], _globals._sequenceIndexes[0]);
_scene->_sequences.setDepth(_globals._sequenceIndexes[2], 8);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], 5, 7);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 2);
break;
case 2: {
int oldIdx = _globals._sequenceIndexes[2];
_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 9, 0, 0, 0);
_scene->_sequences.updateTimeout(_globals._sequenceIndexes[2], oldIdx);
_scene->_sequences.setDepth(_globals._sequenceIndexes[2], 8);
_scene->_sequences.addTimer(90, 3);
}
break;
case 3:
_vm->_dialogs->show(10507);
_scene->_reloadSceneFlag = true;
_scene->_sequences.addTimer(90, 4);
break;
default:
break;
}
}
if (_game._player._moving && (_scene->_rails.getNext() > 0)) {
_game._player.cancelCommand();
_game._player.startWalking(Common::Point(170, 87), FACING_NONE);
_scene->_rails.resetNext();
}
if ((_game._player._special > 0) && _game._player._stepEnabled)
_game._player._stepEnabled = false;
}
void Scene105::preActions() {
if (_action.isAction(VERB_SWIM_TOWARDS, NOUN_WESTERN_CLIFF_FACE))
_game._player._walkOffScreenSceneId = 104;
if (_action.isAction(VERB_SWIM_TOWARDS, NOUN_OPEN_AREA_TO_SOUTH))
_game._player._walkOffScreenSceneId = 107;
if (_action.isObject(NOUN_MINE) && (_action.isAction(VERB_TALKTO) || _action.isAction(VERB_LOOK)))
_game._player._needToWalk = false;
}
void Scene105::actions() {
if (_action._lookFlag)
_vm->_dialogs->show(10512);
else if (_action.isAction(VERB_TAKE, NOUN_DEAD_FISH) && _globals[kFishIn105]) {
if (_game._objects.isInInventory(OBJ_DEAD_FISH)) {
int randVal = _vm->getRandomNumber(74, 76);
_scene->_kernelMessages.reset();
_scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(randVal));
} else {
_scene->_sequences.remove(_globals._sequenceIndexes[4]);
_game._objects.addToInventory(OBJ_DEAD_FISH);
_globals[kFishIn105] = false;
_vm->_dialogs->showItem(OBJ_DEAD_FISH, 802, 0);
}
} else if (_action.isAction(VERB_LOOK, NOUN_WESTERN_CLIFF_FACE))
_vm->_dialogs->show(10501);
else if (_action.isAction(VERB_LOOK, NOUN_CLIFF_FACE))
_vm->_dialogs->show(10502);
else if (_action.isAction(VERB_LOOK, NOUN_OCEAN_FLOOR))
_vm->_dialogs->show(10503);
else if (_action.isAction(VERB_LOOK, NOUN_MEDICAL_WASTE))
_vm->_dialogs->show(10504);
else if (_action.isAction(VERB_TAKE, NOUN_MEDICAL_WASTE))
_vm->_dialogs->show(10505);
else if (_action.isAction(VERB_LOOK, NOUN_MINE))
_vm->_dialogs->show(10506);
else if (_action.isAction(VERB_LOOK, NOUN_DEAD_FISH))
_vm->_dialogs->show(10508);
else if (_action.isAction(VERB_LOOK, NOUN_SURFACE))
_vm->_dialogs->show(10509);
else if (_action.isAction(VERB_LOOK, NOUN_OPEN_AREA_TO_SOUTH))
_vm->_dialogs->show(10510);
else if (_action.isAction(VERB_LOOK, NOUN_ROCKS))
_vm->_dialogs->show(10511);
else
return;
_action._inProgress = false;
}
/*------------------------------------------------------------------------*/
Scene106::Scene106(MADSEngine *vm) : Scene1xx(vm) {
_backToShipFl = false;
_shadowFl = false;
_firstEmergingFl = false;
_positionY = 0;
}
void Scene106::synchronize(Common::Serializer &s) {
Scene1xx::synchronize(s);
s.syncAsByte(_backToShipFl);
s.syncAsByte(_shadowFl);
s.syncAsByte(_firstEmergingFl);
s.syncAsSint32LE(_positionY);
}
void Scene106::setup() {
setPlayerSpritesPrefix();
setAAName();
if ((_scene->_priorSceneId == 102) && !_game._objects.isInInventory(OBJ_REBREATHER) && !_scene->_roomChanged)
_game._player._spritesPrefix = "";
_vm->_dialogs->_defaultPosition.y = 100;
}
void Scene106::enter() {
_globals._spriteIndexes[0] = _scene->_sprites.addSprites(formAnimName('H', -1));
if (_game._objects.isInInventory(OBJ_REBREATHER) || (_scene->_priorSceneId != 102) || _scene->_roomChanged) {
_globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('A', 0));
_globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('A', 1));
}
_globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('G', -1));
_globals._sequenceIndexes[2] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[2], false, 21, 0, 0, 0);
_globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('I', -1));
_globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 6, 0, 32, 47);
if (_scene->_priorSceneId == 102) {
_globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 6, 1, 4, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SEQUENCE_TRIGGER_EXPIRE, 0, 70);
_game._player._visible = false;
_game._player._stepEnabled = false;
_game._player._facing = FACING_EAST;
_game._player._playerPos = Common::Point(106, 69);
} else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
if (_scene->_priorSceneId == 107) {
_game._player._playerPos = Common::Point(319, 84);
_game._player._facing = _game._player._prepareWalkFacing = FACING_WEST;
} else {
_game._player._playerPos = Common::Point(319, 44);
_game._player._facing = _game._player._prepareWalkFacing = FACING_SOUTHWEST;
_scene->_sprites[_game._player._spritesStart + 3]->_charInfo->_velocity = 24;
}
_game._player._prepareWalkPos = Common::Point(246, 69);
_game._player._needToWalk = true;
_game._player._readyToWalk = true;
}
if (_scene->_priorSceneId != 102) {
_globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 6, 0, 0, 0);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[0], -2, -2);
_scene->_sequences.setDepth(_globals._sequenceIndexes[0], 14);
}
_backToShipFl = false;
_shadowFl = false;
_firstEmergingFl = false;
_game.loadQuoteSet(0x31, 0x32, 0x34, 0x4D, 0x4E, 0x4F, 0x50, 0x51, 0);
sceneEntrySound();
}
void Scene106::step() {
if (_game._trigger == 70) {
_globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 6, 0, 0, 0);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[0], -2, -2);
_scene->_sequences.setDepth(_globals._sequenceIndexes[0], 14);
if (!_game._objects.isInInventory(OBJ_REBREATHER) && !_scene->_roomChanged) {
_scene->loadAnimation(Resources::formatName(106, 'A', -1, EXT_AA, ""), 75);
} else {
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 4, 1, 0, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_SPRITE, 28, 71);
}
}
if (_game._trigger == 71) {
_game._player._prepareWalkPos = Common::Point(246, 69);
_game._player._prepareWalkFacing = FACING_EAST;
_game._player._needToWalk = true;
_game._player._readyToWalk = true;
_game._player._visible = true;
if (_game._visitedScenes._sceneRevisited) {
_game._player._stepEnabled = true;
} else {
_game._player._prepareWalkFacing = FACING_SOUTHWEST;
_firstEmergingFl = true;
_scene->loadAnimation(Resources::formatName(106, 'B', -1, EXT_AA, ""), 80);
}
}
if (_firstEmergingFl && (_scene->_animation[0]->getCurrentFrame() >= 19)) {
_firstEmergingFl = false;
_scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(52));
}
if ((_game._trigger >= 80) && (_game._trigger <= 87)) {
int tmpVal = _game._trigger - 80;
int msgId = -1;
switch (tmpVal) {
case 0:
_positionY = 26;
msgId = 49;
break;
case 1:
case 2:
case 3:
case 4:
case 5:
msgId = 76 + tmpVal;
break;
case 6:
msgId = 50;
break;
default:
msgId = -1;
_game._player._stepEnabled = true;
break;
}
if (msgId >= 0) {
int nextTrigger = _game._trigger + 1;
_scene->_kernelMessages.add(Common::Point(15, _positionY), 0x1110, 0, 0, 360, _game.getQuote(msgId));
_scene->_sequences.addTimer(150, nextTrigger);
_positionY += 14;
}
}
if (_backToShipFl) {
if (!_shadowFl) {
if (_game._player._playerPos.x < 204) {
_shadowFl = true;
_globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 4, 1, 0, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 72);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_SPRITE, 44, 73);
}
} else if (_game._trigger == 73)
_game._player._visible = false;
else if (_game._trigger == 72)
_scene->_sequences.addTimer(24, 74);
else if (_game._trigger == 74)
_scene->_nextSceneId = 102;
}
if (_game._trigger == 75) {
_game._visitedScenes.pop_back();
_scene->_nextSceneId = 102;
}
}
void Scene106::preActions() {
if (_action.isAction(VERB_SWIM_TOWARDS, NOUN_SEA_CLIFF) || _action.isAction(VERB_SWIM_TOWARDS, NOUN_SEAWEED_BANK)) {
_game._player._stepEnabled = false;
_scene->_sprites[_game._player._spritesStart + 1]->_charInfo->_velocity = 24;
_game._player._walkOffScreenSceneId = 104;
}
if (_action.isAction(VERB_SWIM_TOWARDS, NOUN_OPEN_AREA_TO_EAST))
_game._player._walkOffScreenSceneId = 107;
}
void Scene106::actions() {
if (_action._lookFlag)
_vm->_dialogs->show(10614);
else if (_action.isAction(VERB_SWIM_TO, NOUN_MAIN_AIRLOCK)) {
_game._player._stepEnabled = false;
_game._player._prepareWalkPos = Common::Point(95, 72);
_game._player._prepareWalkFacing = FACING_WEST;
_game._player._needToWalk = true;
_game._player._readyToWalk = true;
_game._player._frameNumber = 9;
_backToShipFl = true;
} else if (_action.isAction(VERB_LOOK, NOUN_ANEMONE) || _action.isAction(VERB_LOOK_AT, NOUN_ANEMONE))
_vm->_dialogs->show(10601);
else if (_action.isAction(VERB_TAKE, NOUN_ANEMONE))
_vm->_dialogs->show(10602);
else if (_action.isAction(VERB_LOOK, NOUN_SEAWEED) || _action.isAction(VERB_LOOK, NOUN_SEAWEED_BANK))
_vm->_dialogs->show(10603);
else if (_action.isAction(VERB_TAKE, NOUN_SEAWEED) || _action.isAction(VERB_TAKE, NOUN_SEAWEED_BANK))
_vm->_dialogs->show(10604);
else if (_action.isAction(VERB_LOOK, NOUN_OPEN_AREA_TO_EAST))
_vm->_dialogs->show(10605);
else if (_action.isAction(VERB_LOOK, NOUN_PILE_OF_ROCKS) || _action.isAction(VERB_LOOK_AT, NOUN_PILE_OF_ROCKS))
_vm->_dialogs->show(10606);
else if (_action.isObject(NOUN_PILE_OF_ROCKS) && (_action.isAction(VERB_PUSH) || _action.isAction(VERB_PULL) || _action.isAction(VERB_TAKE)))
_vm->_dialogs->show(10607);
else if (_action.isAction(VERB_LOOK, NOUN_SHIP) || _action.isAction(VERB_LOOK_AT, NOUN_SHIP))
_vm->_dialogs->show(10608);
else if (_action.isAction(VERB_LOOK, NOUN_MAIN_AIRLOCK))
_vm->_dialogs->show(10609);
else if (_action.isAction(VERB_OPEN, NOUN_MAIN_AIRLOCK))
_vm->_dialogs->show(10610);
else if (_action.isAction(VERB_CLOSE, NOUN_MAIN_AIRLOCK))
_vm->_dialogs->show(10611);
else if (_action.isAction(VERB_LOOK, NOUN_SEA_CLIFF))
_vm->_dialogs->show(10612);
else if (_action.isAction(VERB_LOOK, NOUN_OCEAN_FLOOR))
_vm->_dialogs->show(10613);
else
return;
_action._inProgress = false;
}
/*------------------------------------------------------------------------*/
Scene107::Scene107(MADSEngine *vm) : Scene1xx(vm) {
_shootingFl = false;
}
void Scene107::synchronize(Common::Serializer &s) {
Scene1xx::synchronize(s);
s.syncAsByte(_shootingFl);
}
void Scene107::setup() {
setPlayerSpritesPrefix();
setAAName();
_scene->addActiveVocab(NOUN_MANTA_RAY);
}
void Scene107::enter() {
for (int i = 0; i < 3; i++)
_globals._spriteIndexes[i + 1] = _scene->_sprites.addSprites(formAnimName('G', i));
_globals._spriteIndexes[4] = _scene->_sprites.addSprites(Resources::formatName(105, 'f', 4, EXT_SS, ""));
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 14, 0, 0, 7);
_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 17, 0, 0, 13);
_globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 19, 0, 0, 9);
for (int i = 1; i < 4; i++)
_scene->_sequences.setDepth(_globals._sequenceIndexes[i], 0);
if (_globals[kFishIn107]) {
_globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 6, 0, 0, 0);
_scene->_sequences.setPosition(_globals._sequenceIndexes[4], Common::Point(68, 151));
_scene->_sequences.setDepth(_globals._sequenceIndexes[4], 1);
int idx = _scene->_dynamicHotspots.add(101, 348, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(78, 135), FACING_SOUTHWEST);
}
if (_scene->_priorSceneId == 105)
_game._player._playerPos = Common::Point(132, 47);
else if (_scene->_priorSceneId == 106)
_game._player._playerPos = Common::Point(20, 91);
else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(223, 151);
if (((_scene->_priorSceneId == 105) || (_scene->_priorSceneId == 106)) && (_vm->getRandomNumber(1, 3) == 1)) {
_globals._spriteIndexes[0] = _scene->_sprites.addSprites(Resources::formatName(105, 'R', 1, EXT_SS, ""));
_globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], true, 4, 0, 0, 0);
_scene->_sequences.setPosition(_globals._sequenceIndexes[0], Common::Point(270, 150));
_scene->_sequences.setMotion(_globals._sequenceIndexes[0], SEQUENCE_TRIGGER_SPRITE, -200, 0);
_scene->_sequences.setDepth(_globals._sequenceIndexes[0], 2);
_scene->_dynamicHotspots.add(218, 348, _globals._sequenceIndexes[0], Common::Rect(0, 0, 0, 0));
}
_game.loadQuoteSet(0x4A, 0x4B, 0x4C, 0x35, 0x34, 0);
_shootingFl = false;
if (_vm->getRandomNumber(1, 3) == 1) {
_scene->loadAnimation(Resources::formatName(107, 'B', -1, EXT_AA, ""), 0);
_shootingFl = true;
}
sceneEntrySound();
}
void Scene107::step() {
if (_shootingFl && (_scene->_animation[0]->getCurrentFrame() >= 19)) {
_scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(52));
_shootingFl = false;
}
}
void Scene107::preActions() {
if (_action.isAction(VERB_SWIM_TOWARDS, NOUN_OPEN_AREA_TO_WEST))
_game._player._walkOffScreenSceneId = 106;
if (_action.isAction(VERB_SWIM_TOWARDS, NOUN_OPEN_AREA_TO_SOUTH))
_game._player._walkOffScreenSceneId = 108;
}
void Scene107::actions() {
if (_action._lookFlag)
_vm->_dialogs->show(10708);
else if (_action.isAction(VERB_TAKE, NOUN_DEAD_FISH) && _globals[kFishIn107]) {
if (_game._objects.isInInventory(OBJ_DEAD_FISH)) {
int randVal = _vm->getRandomNumber(74, 76);
_scene->_kernelMessages.reset();
_scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(randVal));
} else {
_scene->_sequences.remove(_globals._sequenceIndexes[4]);
_game._objects.addToInventory(OBJ_DEAD_FISH);
_globals[kFishIn107] = false;
_vm->_dialogs->showItem(OBJ_DEAD_FISH, 802);
}
} else if (_action.isAction(VERB_SWIM_TOWARDS, NOUN_NORTHERN_SEA_CLIFF))
_scene->_nextSceneId = 105;
else if (_action.isAction(VERB_LOOK, NOUN_NORTHERN_SEA_CLIFF))
_vm->_dialogs->show(10701);
else if (_action.isAction(VERB_LOOK, NOUN_DEAD_FISH) && (_action._mainObjectSource == CAT_HOTSPOT))
_vm->_dialogs->show(10702);
else if (_action.isAction(VERB_LOOK, NOUN_BUSH_LIKE_FORMATION))
_vm->_dialogs->show(10703);
else if (_action.isAction(VERB_LOOK, NOUN_ROCK))
_vm->_dialogs->show(10704);
else if (_action.isAction(VERB_LOOK, NOUN_SEAWEED))
_vm->_dialogs->show(10705);
else if (_action.isAction(VERB_LOOK, NOUN_OPEN_AREA_TO_SOUTH))
_vm->_dialogs->show(10706);
else if (_action.isAction(VERB_LOOK, NOUN_CLIFF_FACE))
_vm->_dialogs->show(10707);
else if (_action.isAction(VERB_LOOK, NOUN_MANTA_RAY))
_vm->_dialogs->show(10709);
else if (_action.isAction(VERB_TAKE, NOUN_MANTA_RAY))
_vm->_dialogs->show(10710);
else
return;
_action._inProgress = false;
}
/*------------------------------------------------------------------------*/
void Scene108::setup() {
setPlayerSpritesPrefix();
setAAName();
}
void Scene108::enter() {
if (_globals[kHoovicSated] == 2)
_globals[kHoovicSated] = 0;
_globals._spriteIndexes[0] = _scene->_sprites.addSprites(formAnimName('X', 0));
_globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('X', 1));
_globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('X', 2));
_globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('X', 3));
_globals._spriteIndexes[4] = _scene->_sprites.addSprites(Resources::formatName(105, 'f', 4, EXT_SS, ""));
_globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 13, 0, 0, 7);
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 16, 0, 0, 9);
_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 17, 0, 0, 3);
_globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 14, 0, 0, 13);
for (int i = 0; i <= 3; i++)
_scene->_sequences.setDepth(_globals._sequenceIndexes[i], 0);
if (_globals[kFishIn108]) {
_globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 6, 0, 0, 0);
_scene->_sequences.setPosition(_globals._sequenceIndexes[4], Common::Point(41, 109));
int idx = _scene->_dynamicHotspots.add(101, 348, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(41, 109), FACING_NORTHWEST);
}
if (_scene->_priorSceneId == 107)
_game._player._playerPos = Common::Point(138, 58);
else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(305, 98);
_game.loadQuoteSet(0x4A, 0x4B, 0x4C, 0x35, 0x34, 0);
sceneEntrySound();
}
void Scene108::preActions() {
if (_action.isAction(VERB_SWIM_UNDER, NOUN_OVERHANG_TO_EAST))
_game._player._walkOffScreenSceneId = 109;
}
void Scene108::actions() {
if (_action._lookFlag)
_vm->_dialogs->show(10812);
else if (_action.isAction(VERB_TAKE, NOUN_DEAD_FISH) && _globals[kFishIn108]) {
if (_game._objects.isInInventory(OBJ_DEAD_FISH)) {
int randVal = _vm->getRandomNumber(74, 76);
_scene->_kernelMessages.reset();
_scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(randVal));
} else {
_scene->_sequences.remove(_globals._sequenceIndexes[4]);
_game._objects.addToInventory(OBJ_DEAD_FISH);
_globals[kFishIn108] = false;
_vm->_dialogs->showItem(OBJ_DEAD_FISH, 10808);
}
} else if (_action.isAction(VERB_SWIM_TOWARDS, NOUN_OPEN_AREA_TO_NORTH))
_scene->_nextSceneId = 107;
else if (_action.isAction(VERB_LOOK, NOUN_CLIFF_FACE))
_vm->_dialogs->show(10801);
else if (_action.isAction(VERB_LOOK, NOUN_OCEAN_FLOOR))
_vm->_dialogs->show(10802);
else if (_action.isAction(VERB_LOOK, NOUN_ODD_ROCK_FORMATION))
_vm->_dialogs->show(10803);
else if (_action.isAction(VERB_TAKE, NOUN_ODD_ROCK_FORMATION))
_vm->_dialogs->show(10804);
else if (_action.isAction(VERB_LOOK, NOUN_ROCKS))
_vm->_dialogs->show(10805);
else if (_action.isAction(VERB_TAKE, NOUN_ROCKS))
_vm->_dialogs->show(10806);
else if (_action.isAction(VERB_LOOK, NOUN_DEAD_FISH))
_vm->_dialogs->show(10807);
else if (_action.isAction(VERB_LOOK, NOUN_OVERHANG_TO_EAST))
_vm->_dialogs->show(10809);
else if (_action.isAction(VERB_LOOK, NOUN_OPEN_AREA_TO_NORTH))
_vm->_dialogs->show(10810);
else if (_action.isAction(VERB_LOOK, NOUN_SURFACE))
_vm->_dialogs->show(10811);
else
return;
_action._inProgress = false;
}
/*------------------------------------------------------------------------*/
Scene109::Scene109(MADSEngine *vm) : Scene1xx(vm) {
_rexThrowingObject = false;
_hoovicDifficultFl = false;
_beforeEatingRex = false;
_eatingRex = false;
_hungryFl = false;
_eatingFirstFish = false;
_throwingObjectId = -1;
_hoovicTrigger = 0;
}
void Scene109::synchronize(Common::Serializer &s) {
Scene1xx::synchronize(s);
s.syncAsByte(_rexThrowingObject);
s.syncAsByte(_hoovicDifficultFl);
s.syncAsByte(_beforeEatingRex);
s.syncAsByte(_eatingRex);
s.syncAsByte(_hungryFl);
s.syncAsByte(_eatingFirstFish);
s.syncAsSint32LE(_throwingObjectId);
s.syncAsSint32LE(_hoovicTrigger);
}
void Scene109::setup() {
_scene->addActiveVocab(NOUN_DEAD_PURPLE_MONSTER);
_scene->addActiveVocab(NOUN_MONSTER_SLUDGE);
setPlayerSpritesPrefix();
setAAName();
}
void Scene109::enter() {
_globals[kFishIn105] = true;
_globals._spriteIndexes[0] = _scene->_sprites.addSprites("*RXSWRC_6");
_globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('O', 1));
_globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('O', 2));
_globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('O', 0));
_globals._spriteIndexes[6] = _scene->_sprites.addSprites(formAnimName('H', 4));
_rexThrowingObject = false;
_throwingObjectId = 0;
_beforeEatingRex = false;
_eatingRex = false;
_hungryFl = false;
if (_scene->_priorSceneId == 110) {
_game._player._playerPos = Common::Point(248, 38);
_globals[kHoovicSated] = 2;
} else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(20, 68);
_game._player._facing = FACING_EAST;
}
if (!_globals[kHoovicAlive]) {
_globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 6, 1, 0, 0);
_scene->_sequences.setDepth(_globals._sequenceIndexes[6], 4);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[6], -2, -2);
int idx = _scene->_dynamicHotspots.add(102, 348, -1, Common::Rect(256, 57, 267, 87));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(241, 91), FACING_NORTHEAST);
idx = _scene->_dynamicHotspots.add(102, 348, -1, Common::Rect(242, 79, 265, 90));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(241, 91), FACING_NORTHEAST);
idx = _scene->_dynamicHotspots.add(229, 348, -1, Common::Rect(231, 88, 253, 94));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(241, 91), FACING_NORTHEAST);
}
if (!_globals[kHoovicAlive] || _globals[kHoovicSated])
_scene->changeVariant(1);
if (_game._objects.isInRoom(OBJ_BURGER)) {
_globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 0, 0, 0);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], -2, -2);
int idx = _scene->_dynamicHotspots.add(53, 348, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(-3, 0), FACING_NORTHEAST);
} else if (_scene->_roomChanged)
_game._objects.addToInventory(OBJ_BURGER);
if (_scene->_roomChanged) {
_game._objects.addToInventory(OBJ_DEAD_FISH);
_game._objects.addToInventory(OBJ_STUFFED_FISH);
}
_vm->_palette->setEntry(252, 50, 50, 63);
_vm->_palette->setEntry(253, 30, 30, 50);
_game.loadQuoteSet(0x53, 0x52, 0x54, 0x55, 0x56, 0x57, 0x58, 0);
_eatingFirstFish = (!_game._visitedScenes._sceneRevisited) && (_scene->_priorSceneId < 110);
if (_eatingFirstFish) {
_globals._spriteIndexes[10] = _scene->_sprites.addSprites(Resources::formatName(105, 'F', 1, EXT_SS, ""));
_globals._spriteIndexes[9] = _scene->_sprites.addSprites(formAnimName('H', 1));
_globals._sequenceIndexes[10] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[10], true, 4, 0, 0, 0);
_scene->_sequences.setDepth(_globals._sequenceIndexes[10], 5);
_scene->_sequences.setPosition(_globals._sequenceIndexes[10], Common::Point(126, 39));
_scene->_sequences.setMotion(_globals._sequenceIndexes[10], 0, 200, 0);
_scene->_sequences.setScale(_globals._sequenceIndexes[10], 80);
_game._player._stepEnabled = false;
}
sceneEntrySound();
}
void Scene109::step() {
if (_beforeEatingRex) {
if (!_eatingRex) {
if (_game._player._playerPos.x > 205) {
_globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 6, 1, 0, 0);
_scene->_sequences.setDepth(_globals._sequenceIndexes[4], 4);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_SPRITE, 6, 70);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_EXPIRE, 0, 71);
_eatingRex = true;
_vm->_sound->command(34);
}
} else {
switch (_game._trigger) {
case 70:
_game._player._visible = false;
break;
case 71:
_scene->_reloadSceneFlag = true;
break;
}
}
}
if (_hungryFl && (_game._player._playerPos == Common::Point(160, 32)) && (_game._player._facing == FACING_EAST)) {
_game._player.walk(Common::Point(226, 24), FACING_EAST);
_game._player._stepEnabled = false;
_hungryFl = false;
_beforeEatingRex = true;
_scene->_sprites.remove(_globals._spriteIndexes[6]);
_globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('H', 0));
_vm->_palette->refreshSceneColors();
}
if (_game._player._moving && (_scene->_rails.getNext() > 0) && _globals[kHoovicAlive] && !_globals[kHoovicSated] && !_hungryFl && !_beforeEatingRex) {
_game._player.cancelCommand();
_game._player.startWalking(Common::Point(160, 32), FACING_EAST);
_scene->_rails.resetNext();
_hungryFl = true;
}
if (_eatingFirstFish && (_scene->_sequences[_globals._sequenceIndexes[10]]._position.x >= 178)) {
_globals._sequenceIndexes[9] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 4, 1, 0, 0);
_scene->_sequences.setDepth(_globals._sequenceIndexes[9], 4);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[9], SEQUENCE_TRIGGER_SPRITE, 29, 72);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[9], SEQUENCE_TRIGGER_EXPIRE, 29, 73);
_scene->_sequences.updateTimeout(_globals._sequenceIndexes[10], _globals._sequenceIndexes[9]);
_eatingFirstFish = false;
_game._player._stepEnabled = true;
_vm->_sound->command(34);
}
if (_game._trigger == 72)
_scene->_sequences.remove(_globals._sequenceIndexes[10]);
if (_game._trigger == 73) {
_scene->_sequences.remove(_globals._sequenceIndexes[9]);
_scene->_sprites.remove(_globals._spriteIndexes[9]);
_scene->_sprites.remove(_globals._spriteIndexes[10]);
_scene->_spriteSlots.clear();
_scene->_spriteSlots.fullRefresh();
int randVal = _vm->getRandomNumber(85, 88);
int idx = _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(randVal));
_scene->_kernelMessages.setQuoted(idx, 4, true);
_scene->_kernelMessages._entries[idx]._frameTimer = _scene->_frameStartTime + 4;
}
}
void Scene109::preActions() {
if (_action.isAction(VERB_SWIM_UNDER, NOUN_OVERHANG_TO_WEST))
_game._player._walkOffScreenSceneId = 108;
if ((_action.isAction(VERB_THROW) || _action.isAction(VERB_GIVE) || _action.isAction(VERB_PUT))
&& (_action.isTarget(NOUN_SMALL_HOLE) || _action.isTarget(NOUN_TUNNEL))
&& (_action.isObject(NOUN_DEAD_FISH) || _action.isObject(NOUN_STUFFED_FISH) || _action.isObject(NOUN_BURGER))) {
int idx = _game._objects.getIdFromDesc(_action._activeAction._objectNameId);
if ((idx >= 0) && _game._objects.isInInventory(idx)) {
_game._player._prepareWalkPos = Common::Point(106, 38);
_game._player._prepareWalkFacing = FACING_EAST;
_game._player._needToWalk = true;
_game._player._readyToWalk = true;
}
}
if ((_action.isAction(VERB_SWIM_INTO, NOUN_TUNNEL) || _action.isAction(VERB_SWIM_TO, NOUN_SMALL_HOLE))
&& (!_globals[kHoovicAlive] || _globals[kHoovicSated]) && (_action.isObject(NOUN_TUNNEL)))
_game._player._walkOffScreenSceneId = 110;
_hungryFl = false;
}
void Scene109::actions() {
if (_action._lookFlag) {
_vm->_dialogs->show(10912);
_action._inProgress = false;
return;
}
if ((_action.isAction(VERB_THROW) || _action.isAction(VERB_GIVE)) && (_action.isTarget(NOUN_SMALL_HOLE) || _action.isTarget(NOUN_TUNNEL))) {
if (_action.isObject(NOUN_DEAD_FISH) || _action.isObject(NOUN_STUFFED_FISH) || _action.isObject(NOUN_BURGER)) {
_throwingObjectId = _game._objects.getIdFromDesc(_action._activeAction._objectNameId);
if (_throwingObjectId >= 0) {
if ((_game._objects.isInInventory(_throwingObjectId) && _globals[kHoovicAlive]) || _rexThrowingObject) {
switch (_game._trigger) {
case 0:
_rexThrowingObject = true;
_hoovicDifficultFl = false;
_game._objects.setRoom(_throwingObjectId, NOWHERE);
_globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 4, 1, 0, 0);
_scene->_sequences.setMsgLayout(_globals._sequenceIndexes[0]);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
_game._player._visible = false;
_game._player._stepEnabled = false;
switch (_throwingObjectId) {
case OBJ_DEAD_FISH:
case OBJ_STUFFED_FISH:
_globals._spriteIndexes[8] = _scene->_sprites.addSprites(formAnimName('H', 1));
break;
case OBJ_BURGER:
_hoovicDifficultFl = (_game._difficulty == DIFFICULTY_HARD);
_globals._spriteIndexes[8] = _scene->_sprites.addSprites(formAnimName('H', (_hoovicDifficultFl ? 3 : 1)));
break;
}
_vm->_palette->refreshSceneColors();
break;
case 1:
_game._player._visible = true;
_hoovicTrigger = 4;
switch (_throwingObjectId) {
case OBJ_BURGER:
_globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, (_hoovicDifficultFl ? 4 : 6), 1, 0, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_SPRITE, 2, 2);
if (_hoovicDifficultFl) {
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 1, 30);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 5);
} else {
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 1, 4);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 8);
_hoovicTrigger = 3;
}
break;
case OBJ_DEAD_FISH:
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 4, 1, 0, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_SPRITE, 2, 2);
break;
case OBJ_STUFFED_FISH:
_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 4, 1, 0, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_SPRITE, 2, 2);
_hoovicTrigger = 3;
break;
}
break;
case 2:
if (_hoovicDifficultFl)
_globals._sequenceIndexes[8] = _scene->_sequences.startPingPongCycle(_globals._spriteIndexes[8], false, 4, 2, 0, 0);
else
_globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 4, 1, 0, 0);
_scene->_sequences.setDepth(_globals._sequenceIndexes[8], 4);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[8], SEQUENCE_TRIGGER_EXPIRE, 0, _hoovicTrigger);
_vm->_sound->command(34);
break;
case 3:
_scene->loadAnimation(Resources::formatName(109, 'H', 2, EXT_AA, ""), 4);
_vm->_sound->command(35);
_globals[kHoovicAlive] = false;
break;
case 4:
if (!_globals[kHoovicAlive]) {
_globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 6, 1, 0, 0);
_scene->_sequences.setDepth(_globals._sequenceIndexes[6], 4);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[6], -2, -2);
int idx = _scene->_dynamicHotspots.add(102, 348, -1, Common::Rect(256, 57, 256 + 12, 57 + 31));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(241, 91), FACING_NORTHEAST);
idx = _scene->_dynamicHotspots.add(102, 348, -1, Common::Rect(242, 79, 242 + 24, 79 + 12));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(241, 91), FACING_NORTHEAST);
idx = _scene->_dynamicHotspots.add(229, 348, -1, Common::Rect(231, 88, 231 + 23, 88 + 7));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(241, 91), FACING_NORTHEAST);
_scene->changeVariant(1);
} else {
if (_throwingObjectId == OBJ_DEAD_FISH) {
++_globals[kHoovicFishEaten];
int threshold;
switch (_game._difficulty) {
case DIFFICULTY_HARD:
threshold = 1;
break;
case DIFFICULTY_MEDIUM:
threshold = 3;
break;
default:
threshold = 50;
break;
}
if (_globals[kHoovicFishEaten] >= threshold) {
int randVal = _vm->getRandomNumber(83, 84);
_scene->_kernelMessages.add(Common::Point(230, 24), 0xFDFC, 0, 0, 120, _game.getQuote(randVal));
_globals[kHoovicFishEaten] = 0;
_globals[kHoovicSated] = 1;
_scene->changeVariant(1);
}
}
}
_scene->freeAnimation();
_scene->_sequences.remove(_globals._sequenceIndexes[8]);
_scene->_sprites.remove(_globals._spriteIndexes[8]);
_scene->_spriteSlots.clear();
_scene->_spriteSlots.fullRefresh();
_scene->_sequences.scan();
if (_game._player._visible) {
_game._player._forceRefresh = true;
_game._player.update();
}
_game._player._stepEnabled = true;
_rexThrowingObject = false;
break;
case 5: {
_game._objects.setRoom(OBJ_BURGER, _scene->_currentSceneId);
_globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 0, 0, 0);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 30, 30);
int idx = _scene->_dynamicHotspots.add(53, 348, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(-3, 0), FACING_NORTHEAST);
_scene->_sequences.addTimer(65, 6);
}
break;
case 6: {
_scene->_sequences.remove(_globals._sequenceIndexes[3]);
_globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 1, 0, 0);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 31, 46);
int idx = _scene->_dynamicHotspots.add(53, 348, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(-3, 0), FACING_NORTHEAST);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 7);
}
break;
case 7: {
_scene->_sequences.remove(_globals._sequenceIndexes[3]);
_globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, -2);
int idx = _scene->_dynamicHotspots.add(53, 348, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(-3, 0), FACING_NORTHEAST);
_vm->_dialogs->show(10915);
}
break;
case 8:
_globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 7, 1, 0, 0);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 5, 16);
break;
}
_action._inProgress = false;
return;
} else if (_game._objects.isInInventory(_throwingObjectId)) {
// Nothing.
}
}
}
}
if (_action.isAction(VERB_TAKE, NOUN_BURGER) && _game._objects.isInRoom(OBJ_BURGER)) {
_scene->_sequences.remove(_globals._sequenceIndexes[3]);
_game._objects.addToInventory(OBJ_BURGER);
} else if (_action.isAction(VERB_LOOK, NOUN_OCEAN_FLOOR))
_vm->_dialogs->show(10901);
else if (_action.isAction(VERB_LOOK, NOUN_CORAL))
_vm->_dialogs->show(10902);
else if ((_action.isAction(VERB_TAKE) || _action.isAction(VERB_PULL)) && _action.isObject(NOUN_CORAL))
_vm->_dialogs->show(10903);
else if (_action.isAction(VERB_LOOK, NOUN_ROCKS))
_vm->_dialogs->show(10904);
else if (_action.isAction(VERB_TAKE, NOUN_ROCKS))
_vm->_dialogs->show(10905);
else if (_action.isAction(VERB_LOOK, NOUN_CAVE_WALL))
_vm->_dialogs->show(10906);
else if (_action.isAction(VERB_LOOK, NOUN_TUNNEL)) {
if (_globals[kHoovicAlive])
_vm->_dialogs->show(10907);
else
_vm->_dialogs->show(10913);
} else if (_action.isAction(VERB_LOOK, NOUN_SMALL_HOLE))
_vm->_dialogs->show(10908);
else if (_action.isAction(VERB_LOOK, NOUN_OVERHANG_TO_WEST))
_vm->_dialogs->show(10911);
else if (_action.isAction(VERB_PUT, NOUN_SMALL_HOLE))
_vm->_dialogs->show(10910);
else if (_action.isAction(VERB_LOOK, NOUN_DEAD_PURPLE_MONSTER))
_vm->_dialogs->show(10914);
else
return;
_action._inProgress = false;
}
/*------------------------------------------------------------------------*/
Scene110::Scene110(MADSEngine *vm) : Scene1xx(vm) {
_crabsFl = false;
}
void Scene110::synchronize(Common::Serializer &s) {
Scene1xx::synchronize(s);
s.syncAsByte(_crabsFl);
}
void Scene110::setup() {
setPlayerSpritesPrefix();
setAAName();
_scene->addActiveVocab(NOUN_CRAB);
}
void Scene110::enter() {
_globals._spriteIndexes[0] = _scene->_sprites.addSprites(formAnimName('X', 0));
_globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('X', 1));
_globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('X', 2));
_globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('X', 3));
_crabsFl = false;
if (_scene->_priorSceneId == 109) {
_game._player._playerPos = Common::Point(59, 71);
_globals._sequenceIndexes[0] = _scene->_sequences.startCycle(_globals._spriteIndexes[0], false, 1);
_globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, 1);
_globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 1);
_globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, 1);
_crabsFl = true;
int idx = _scene->_dynamicHotspots.add(91, 348, _globals._sequenceIndexes[0], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(-1, 0), FACING_NONE);
idx = _scene->_dynamicHotspots.add(91, 348, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(-1, 0), FACING_NONE);
idx = _scene->_dynamicHotspots.add(91, 348, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(-1, 0), FACING_NONE);
idx = _scene->_dynamicHotspots.add(91, 348, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(-1, 0), FACING_NONE);
} else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(194, 23);
_game._player._facing = FACING_SOUTH;
_game._player._visible = false;
_game._player._stepEnabled = false;
_scene->loadAnimation(Resources::formatName(110, 'T', 1,EXT_AA, ""), 70);
}
sceneEntrySound();
_game.loadQuoteSet(0x59, 0);
if (!_game._visitedScenes._sceneRevisited && (_scene->_priorSceneId == 109))
_scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(109));
}
void Scene110::step() {
if (_game._trigger == 70) {
_game._player._visible = true;
_game._player._stepEnabled = true;
}
}
void Scene110::preActions() {
if (_action.isAction(VERB_SWIM_THROUGH, NOUN_CAVE_ENTRANCE))
_game._player._walkOffScreenSceneId = 109;
if (_crabsFl) {
_crabsFl = false;
_scene->_sequences.remove(_globals._sequenceIndexes[0]);
_scene->_sequences.remove(_globals._sequenceIndexes[1]);
_scene->_sequences.remove(_globals._sequenceIndexes[2]);
_scene->_sequences.remove(_globals._sequenceIndexes[3]);
_globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 16, 1, 0, 0);
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 16, 1, 0, 0);
_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 16, 1, 0, 0);
_globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 16, 1, 0, 0);
int idx = _scene->_dynamicHotspots.add(91, 348, _globals._sequenceIndexes[0], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(-1, 0), FACING_NONE);
idx = _scene->_dynamicHotspots.add(91, 348, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(-1, 0), FACING_NONE);
idx = _scene->_dynamicHotspots.add(91, 348, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(-1, 0), FACING_NONE);
idx = _scene->_dynamicHotspots.add(91, 348, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(-1, 0), FACING_NONE);
}
}
void Scene110::actions() {
if (_action.isAction(VERB_SWIM_THROUGH, NOUN_TUNNEL)) {
switch (_game._trigger) {
case 0:
_scene->loadAnimation(Resources::formatName(110, 'T', 0, EXT_AA, ""), 1);
_scene->_animation[0]->setNextFrameTimer(_game._player._ticksAmount + _game._player._priorTimer);
_game._player._stepEnabled = false;
_game._player._visible = false;
break;
case 1:
_game._player._visible = true;
_game._player._stepEnabled = true;
_scene->_nextSceneId = 111;
break;
}
} else if ((_action._lookFlag) || _action.isAction(VERB_LOOK, NOUN_CAVE))
_vm->_dialogs->show(11001);
else if (_action.isAction(VERB_LOOK, NOUN_CAVE_CEILING) || _action.isAction(VERB_LOOK_AT, NOUN_CAVE_CEILING))
_vm->_dialogs->show(11002);
else if (_action.isAction(VERB_LOOK, NOUN_ROCKS))
_vm->_dialogs->show(11003);
else if (_action.isAction(VERB_TAKE, NOUN_ROCKS))
_vm->_dialogs->show(11004);
else if (_action.isAction(VERB_LOOK, NOUN_TUNNEL))
_vm->_dialogs->show(11005);
else if (_action.isAction(VERB_LOOK, NOUN_CAVE_ENTRANCE))
_vm->_dialogs->show(11006);
else if (_action.isAction(VERB_LOOK, NOUN_FUNGOIDS))
_vm->_dialogs->show(11007);
else if (_action.isAction(VERB_TAKE, NOUN_FUNGOIDS))
_vm->_dialogs->show(11008);
else
return;
_action._inProgress = false;
}
/*------------------------------------------------------------------------*/
Scene111::Scene111(MADSEngine *vm) : Scene1xx(vm) {
_stampedFl = false;
_launch1Fl = false;
_launched2Fl = false;
_rexDivingFl = false;
}
void Scene111::synchronize(Common::Serializer &s) {
Scene1xx::synchronize(s);
s.syncAsByte(_stampedFl);
s.syncAsByte(_launch1Fl);
s.syncAsByte(_launched2Fl);
s.syncAsByte(_rexDivingFl);
}
void Scene111::setup() {
_scene->addActiveVocab(NOUN_BATS);
setPlayerSpritesPrefix();
setAAName();
}
void Scene111::enter() {
_globals._spriteIndexes[0] = _scene->_sprites.addSprites(formAnimName('X', 0));
_globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('X', 1));
_globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('X', 2));
_globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('B', 0));
_globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('B', 1));
_globals._spriteIndexes[5] = _scene->_sprites.addSprites(formAnimName('B', 2));
_globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 8, 0, 0, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SEQUENCE_TRIGGER_SPRITE, 9, 73);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[0], SEQUENCE_TRIGGER_SPRITE, 13, 73);
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 5, 0, 0, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_SPRITE, 71, 71);
_globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 12, 0, 0, 0);
_globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, 1);
_globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], false, 1);
int idx = _scene->_dynamicHotspots.add(NOUN_BATS, VERB_LOOK_AT, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(-2, 0), FACING_NONE);
idx = _scene->_dynamicHotspots.add(NOUN_BATS, VERB_LOOK_AT, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(-2, 0), FACING_NONE);
idx = _scene->_dynamicHotspots.add(NOUN_BATS, VERB_LOOK_AT, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(-2, 0), FACING_NONE);
_launch1Fl = false;
_launched2Fl = false;
_stampedFl = false;
if ((_scene->_priorSceneId < 201) && (_scene->_priorSceneId != RETURNING_FROM_DIALOG)) {
_game._player._stepEnabled = false;
_game._player._visible = false;
_scene->loadAnimation(Resources::formatName(111, 'A', 0, EXT_AA, ""), 70);
_game._player._playerPos = Common::Point(234, 116);
_game._player._facing = FACING_EAST;
_launch1Fl = true;
_launched2Fl = true;
_vm->_sound->command(36);
} else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(300, 130);
_game._player._facing = FACING_WEST;
}
_rexDivingFl = false;
sceneEntrySound();
}
void Scene111::step() {
if (_game._trigger == 70) {
_game._player._stepEnabled = true;
_game._player._visible = true;
_launch1Fl = false;
_launched2Fl = false;
}
if ((_game._trigger == 71) && !_stampedFl) {
_stampedFl = true;
_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 18, 1, 0, 0);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 72);
}
if (_game._trigger == 72) {
_scene->_sequences.remove(_globals._sequenceIndexes[2]);
_globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 20);
}
if (!_launch1Fl && (_vm->getRandomNumber(1, 5000) == 1)) {
_scene->_sequences.remove(_globals._sequenceIndexes[4]);
_globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 5, 1, 0, 0);
_launch1Fl = true;
int idx = _scene->_dynamicHotspots.add(NOUN_BATS, VERB_LOOK_AT, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(-2, 0), FACING_NONE);
}
if (!_launched2Fl && (_vm->getRandomNumber(1, 30000) == 1)) {
_scene->_sequences.remove(_globals._sequenceIndexes[5]);
_globals._sequenceIndexes[5] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 5, 1, 0, 0);
int idx = _scene->_dynamicHotspots.add(NOUN_BATS, VERB_LOOK_AT, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(-2, 0), FACING_NONE);
_launched2Fl = true;
}
if (_game._trigger == 73)
_vm->_sound->command(37);
if (_rexDivingFl && (_scene->_animation[0]->getCurrentFrame() >= 9)) {
_vm->_sound->command(36);
_rexDivingFl = false;
}
}
void Scene111::preActions() {
if (_action.isAction(VERB_WALK_THROUGH, NOUN_CAVE_ENTRANCE))
_game._player._walkOffScreenSceneId = 212;
}
void Scene111::actions() {
if (_action.isAction(VERB_DIVE_INTO, NOUN_POOL) && _game._objects.isInInventory(OBJ_REBREATHER)) {
switch (_game._trigger) {
case 0:
_scene->loadAnimation(Resources::formatName(111, 'A', 1, EXT_AA, ""), 1);
_rexDivingFl = true;
_game._player._stepEnabled = false;
_game._player._visible = false;
break;
case 1:
_scene->_nextSceneId = 110;
break;
}
} else if (_action.isAction(VERB_LOOK, NOUN_CAVE_FLOOR))
_vm->_dialogs->show(11101);
else if (_action.isAction(VERB_LOOK, NOUN_POOL))
_vm->_dialogs->show(11102);
else if (_action.isAction(VERB_LOOK, NOUN_CAVE_ENTRANCE))
_vm->_dialogs->show(11103);
else if (_action.isAction(VERB_LOOK, NOUN_STALAGMITES))
_vm->_dialogs->show(11104);
else if (_action.isAction(VERB_LOOK, NOUN_LARGE_STALAGMITE))
_vm->_dialogs->show(11105);
else if ((_action.isAction(VERB_PULL) || _action.isAction(VERB_TAKE)) && (_action.isObject(NOUN_STALAGMITES) || _action.isObject(NOUN_LARGE_STALAGMITE)))
_vm->_dialogs->show(11106);
else
return;
_action._inProgress = false;
}
/*------------------------------------------------------------------------*/
void Scene112::setup() {
setPlayerSpritesPrefix();
setAAName();
}
void Scene112::enter() {
sceneEntrySound();
_globals._spriteIndexes[0] = _scene->_sprites.addSprites(formAnimName('X', 0));
_globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('X', 1));
_globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('X', 2));
_globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('X', 5));
_globals._sequenceIndexes[0] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 10, 0, 17, 20);
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 4, 0, 0, 0);
_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 6, 0, 3, 0);
_game._player._stepEnabled = false;
_game._player._visible = false;
_scene->_userInterface.emptyConversationList();
_scene->_userInterface.setup(kInputConversation);
_scene->loadAnimation(Resources::formatName(112, 'X', -1, EXT_AA, ""), 70);
}
void Scene112::step() {
if ((_scene->_animation[0] != nullptr) && (_game._storyMode == STORYMODE_NICE)) {
if (_scene->_animation[0]->getCurrentFrame() >= 54) {
_scene->freeAnimation();
_game._trigger = 70;
}
}
if (_game._trigger == 70) {
_globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 7, 3, 0, 11);
_scene->_sequences.setDepth(_globals._sequenceIndexes[3], 1);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 71);
}
if (_game._trigger == 71) {
_scene->_nextSceneId = 101;
_game._player._stepEnabled = true;
_game._player._visible = true;
}
}
/*------------------------------------------------------------------------*/
} // End of namespace Nebular
} // End of namespace MADS