GNAP: Refactor scene 29

This commit is contained in:
Strangerke 2016-04-23 19:34:42 +02:00 committed by Eugene Sandulenko
parent 2e37c2b9e6
commit 093c58a397
4 changed files with 218 additions and 169 deletions

View File

@ -603,17 +603,9 @@ public:
void sceneXX_playRandomSound(int timerIndex);
void playSequences(int fullScreenSpriteId, int sequenceId1, int sequenceId2, int sequenceId3);
// Scene 18
// Shared by scenes 17 & 18
int _s18_garbageCanPos;
// Scene 29
int _s28_currMonkeySequenceId, _s28_nextMonkeySequenceId;
int _s28_currManSequenceId, _s28_nextManSequenceId;
int scene29_init();
void scene29_updateHotspots();
void scene29_run();
void scene29_updateAnimations();
// Scene 30
int _s30_kidSequenceId;
int scene30_init();

View File

@ -23,6 +23,7 @@
#include "gnap/gnap.h"
#include "gnap/gamesys.h"
#include "gnap/resource.h"
#include "gnap/scenes/scene29.h"
namespace Gnap {
@ -41,100 +42,104 @@ enum {
kASLeaveScene = 2
};
int GnapEngine::scene29_init() {
Scene29::Scene29(GnapEngine *vm) : Scene(vm) {
_s28_currMonkeySequenceId = -1;
_s28_nextMonkeySequenceId = -1;
_s28_currManSequenceId = -1;
_s28_nextManSequenceId = -1;
}
int Scene29::init() {
return 0xF6;
}
void GnapEngine::scene29_updateHotspots() {
setHotspot(kHSPlatypus, 0, 0, 0, 0, SF_WALKABLE | SF_TALK_CURSOR | SF_GRAB_CURSOR | SF_LOOK_CURSOR);
setHotspot(kHSMonkey, 410, 374, 518, 516, SF_WALKABLE | SF_DISABLED, 3, 7);
setHotspot(kHSExitCircus, 150, 585, 650, 600, SF_EXIT_D_CURSOR | SF_WALKABLE, 5, 9);
setHotspot(kHSExitOutsideClown, 785, 0, 800, 600, SF_EXIT_R_CURSOR | SF_WALKABLE, 11, 9);
setHotspot(kHSAracde, 88, 293, 155, 384, SF_WALKABLE | SF_TALK_CURSOR | SF_GRAB_CURSOR | SF_LOOK_CURSOR, 3, 8);
setHotspot(kHSWalkArea1, 0, 0, 800, 478);
setDeviceHotspot(kHSDevice, -1, -1, -1, -1);
if (invHas(kItemHorn))
_hotspots[kHSMonkey]._flags = SF_WALKABLE | SF_TALK_CURSOR | SF_GRAB_CURSOR | SF_LOOK_CURSOR;
_hotspotsCount = 7;
void Scene29::updateHotspots() {
_vm->setHotspot(kHSPlatypus, 0, 0, 0, 0, SF_WALKABLE | SF_TALK_CURSOR | SF_GRAB_CURSOR | SF_LOOK_CURSOR);
_vm->setHotspot(kHSMonkey, 410, 374, 518, 516, SF_WALKABLE | SF_DISABLED, 3, 7);
_vm->setHotspot(kHSExitCircus, 150, 585, 650, 600, SF_EXIT_D_CURSOR | SF_WALKABLE, 5, 9);
_vm->setHotspot(kHSExitOutsideClown, 785, 0, 800, 600, SF_EXIT_R_CURSOR | SF_WALKABLE, 11, 9);
_vm->setHotspot(kHSAracde, 88, 293, 155, 384, SF_WALKABLE | SF_TALK_CURSOR | SF_GRAB_CURSOR | SF_LOOK_CURSOR, 3, 8);
_vm->setHotspot(kHSWalkArea1, 0, 0, 800, 478);
_vm->setDeviceHotspot(kHSDevice, -1, -1, -1, -1);
if (_vm->invHas(kItemHorn))
_vm->_hotspots[kHSMonkey]._flags = SF_WALKABLE | SF_TALK_CURSOR | SF_GRAB_CURSOR | SF_LOOK_CURSOR;
_vm->_hotspotsCount = 7;
}
void GnapEngine::scene29_run() {
playSound(0x1093B, true);
startSoundTimerB(6);
queueInsertDeviceIcon();
void Scene29::run() {
_vm->playSound(0x1093B, true);
_vm->startSoundTimerB(6);
_vm->queueInsertDeviceIcon();
if (invHas(kItemHorn)) {
if (_vm->invHas(kItemHorn)) {
_s28_currMonkeySequenceId = 0xE8;
_s28_nextMonkeySequenceId = -1;
_gameSys->setAnimation(0xE8, 159, 4);
_gameSys->insertSequence(_s28_currMonkeySequenceId, 159, 0, 0, kSeqNone, 0, 0, 0);
_gameSys->insertSequence(0xED, 39, 0, 0, kSeqNone, 0, 0, 0);
_vm->_gameSys->setAnimation(0xE8, 159, 4);
_vm->_gameSys->insertSequence(_s28_currMonkeySequenceId, 159, 0, 0, kSeqNone, 0, 0, 0);
_vm->_gameSys->insertSequence(0xED, 39, 0, 0, kSeqNone, 0, 0, 0);
_s28_currManSequenceId = 0xED;
_s28_nextManSequenceId = -1;
_gameSys->setAnimation(0xED, 39, 3);
_timers[4] = getRandom(20) + 60;
_vm->_gameSys->setAnimation(0xED, 39, 3);
_vm->_timers[4] = _vm->getRandom(20) + 60;
} else {
_gameSys->insertSequence(0xF4, 19, 0, 0, kSeqNone, 0, 0, 0);
_gameSys->setAnimation(0, 0, 4);
_gameSys->insertSequence(0xED, 39, 0, 0, kSeqNone, 0, 0, 0);
_gameSys->setAnimation(0, 0, 3);
_vm->_gameSys->insertSequence(0xF4, 19, 0, 0, kSeqNone, 0, 0, 0);
_vm->_gameSys->setAnimation(0, 0, 4);
_vm->_gameSys->insertSequence(0xED, 39, 0, 0, kSeqNone, 0, 0, 0);
_vm->_gameSys->setAnimation(0, 0, 3);
}
_gameSys->insertSequence(0xF3, 39, 0, 0, kSeqLoop, 0, 0, 0);
_gameSys->insertSequence(0xF5, 38, 0, 0, kSeqLoop, 0, 0, 0);
_vm->_gameSys->insertSequence(0xF3, 39, 0, 0, kSeqLoop, 0, 0, 0);
_vm->_gameSys->insertSequence(0xF5, 38, 0, 0, kSeqLoop, 0, 0, 0);
if (_prevSceneNum == 27) {
initGnapPos(12, 7, kDirBottomRight);
initPlatypusPos(12, 8, kDirNone);
endSceneInit();
gnapWalkTo(8, 7, -1, 0x107B9, 1);
platypusWalkTo(8, 8, -1, 0x107C2, 1);
if (_vm->_prevSceneNum == 27) {
_vm->initGnapPos(12, 7, kDirBottomRight);
_vm->initPlatypusPos(12, 8, kDirNone);
_vm->endSceneInit();
_vm->gnapWalkTo(8, 7, -1, 0x107B9, 1);
_vm->platypusWalkTo(8, 8, -1, 0x107C2, 1);
} else {
initGnapPos(-1, 7, kDirBottomRight);
initPlatypusPos(-2, 7, kDirNone);
endSceneInit();
gnapWalkTo(2, 7, -1, 0x107B9, 1);
platypusWalkTo(1, 7, -1, 0x107C2, 1);
_vm->initGnapPos(-1, 7, kDirBottomRight);
_vm->initPlatypusPos(-2, 7, kDirNone);
_vm->endSceneInit();
_vm->gnapWalkTo(2, 7, -1, 0x107B9, 1);
_vm->platypusWalkTo(1, 7, -1, 0x107C2, 1);
}
while (!_sceneDone) {
updateMouseCursor();
updateCursorByHotspot();
while (!_vm->_sceneDone) {
_vm->updateMouseCursor();
_vm->updateCursorByHotspot();
_sceneClickedHotspot = getClickedHotspotId();
updateGrabCursorSprite(0, 0);
_vm->_sceneClickedHotspot = _vm->getClickedHotspotId();
_vm->updateGrabCursorSprite(0, 0);
switch (_sceneClickedHotspot) {
switch (_vm->_sceneClickedHotspot) {
case kHSDevice:
if (_gnapActionStatus < 0) {
runMenu();
scene29_updateHotspots();
if (_vm->_gnapActionStatus < 0) {
_vm->runMenu();
updateHotspots();
}
break;
case kHSPlatypus:
if (_gnapActionStatus < 0) {
if (_grabCursorSpriteIndex == kItemJoint) {
gnapUseJointOnPlatypus();
} else if (_grabCursorSpriteIndex >= 0) {
playGnapImpossible(0, 0);
if (_vm->_gnapActionStatus < 0) {
if (_vm->_grabCursorSpriteIndex == kItemJoint) {
_vm->gnapUseJointOnPlatypus();
} else if (_vm->_grabCursorSpriteIndex >= 0) {
_vm->playGnapImpossible(0, 0);
} else {
switch (_verbCursor) {
switch (_vm->_verbCursor) {
case LOOK_CURSOR:
playGnapMoan1(_platX, _platY);
_vm->playGnapMoan1(_vm->_platX, _vm->_platY);
break;
case GRAB_CURSOR:
gnapKissPlatypus(0);
_vm->gnapKissPlatypus(0);
break;
case TALK_CURSOR:
playGnapBrainPulsating(_platX, _platY);
playPlatypusSequence(getPlatypusSequenceId());
_vm->playGnapBrainPulsating(_vm->_platX, _vm->_platY);
_vm->playPlatypusSequence(_vm->getPlatypusSequenceId());
break;
case PLAT_CURSOR:
playGnapImpossible(0, 0);
_vm->playGnapImpossible(0, 0);
break;
}
}
@ -142,27 +147,27 @@ void GnapEngine::scene29_run() {
break;
case kHSMonkey:
if (_gnapActionStatus < 0) {
if (_grabCursorSpriteIndex == kItemBanana) {
_gnapIdleFacing = kDirBottomRight;
gnapWalkTo(_hotspotsWalkPos[kHSMonkey].x, _hotspotsWalkPos[kHSMonkey].y, 0, getGnapSequenceId(gskIdle, 0, 0) | 0x10000, 1);
_gnapActionStatus = kASUseBananaWithMonkey;
_newSceneNum = 51;
_isLeavingScene = true;
setGrabCursorSprite(-1);
} else if (_grabCursorSpriteIndex >= 0) {
playGnapShowCurrItem(_hotspotsWalkPos[kHSMonkey].x, _hotspotsWalkPos[kHSMonkey].y, 5, 6);
if (_vm->_gnapActionStatus < 0) {
if (_vm->_grabCursorSpriteIndex == kItemBanana) {
_vm->_gnapIdleFacing = kDirBottomRight;
_vm->gnapWalkTo(_vm->_hotspotsWalkPos[kHSMonkey].x, _vm->_hotspotsWalkPos[kHSMonkey].y, 0, _vm->getGnapSequenceId(gskIdle, 0, 0) | 0x10000, 1);
_vm->_gnapActionStatus = kASUseBananaWithMonkey;
_vm->_newSceneNum = 51;
_vm->_isLeavingScene = true;
_vm->setGrabCursorSprite(-1);
} else if (_vm->_grabCursorSpriteIndex >= 0) {
_vm->playGnapShowCurrItem(_vm->_hotspotsWalkPos[kHSMonkey].x, _vm->_hotspotsWalkPos[kHSMonkey].y, 5, 6);
} else {
switch (_verbCursor) {
switch (_vm->_verbCursor) {
case LOOK_CURSOR:
playGnapScratchingHead(5, 6);
_vm->playGnapScratchingHead(5, 6);
break;
case TALK_CURSOR:
playGnapBrainPulsating(_hotspotsWalkPos[kHSMonkey].x, _hotspotsWalkPos[kHSMonkey].y);
_vm->playGnapBrainPulsating(_vm->_hotspotsWalkPos[kHSMonkey].x, _vm->_hotspotsWalkPos[kHSMonkey].y);
break;
case GRAB_CURSOR:
case PLAT_CURSOR:
playGnapImpossible(0, 0);
_vm->playGnapImpossible(0, 0);
break;
}
}
@ -170,45 +175,45 @@ void GnapEngine::scene29_run() {
break;
case kHSExitCircus:
if (_gnapActionStatus < 0) {
_isLeavingScene = true;
_newSceneNum = 26;
gnapWalkTo(_hotspotsWalkPos[kHSExitCircus].x, _hotspotsWalkPos[kHSExitCircus].y, 0, 0x107AE, 1);
_gnapActionStatus = kASLeaveScene;
platypusWalkTo(_hotspotsWalkPos[kHSExitCircus].x + 1, _hotspotsWalkPos[kHSExitCircus].y, -1, -1, 1);
if (_vm->_gnapActionStatus < 0) {
_vm->_isLeavingScene = true;
_vm->_newSceneNum = 26;
_vm->gnapWalkTo(_vm->_hotspotsWalkPos[kHSExitCircus].x, _vm->_hotspotsWalkPos[kHSExitCircus].y, 0, 0x107AE, 1);
_vm->_gnapActionStatus = kASLeaveScene;
_vm->platypusWalkTo(_vm->_hotspotsWalkPos[kHSExitCircus].x + 1, _vm->_hotspotsWalkPos[kHSExitCircus].y, -1, -1, 1);
}
break;
case kHSExitOutsideClown:
if (_gnapActionStatus < 0) {
_isLeavingScene = true;
_newSceneNum = 27;
gnapWalkTo(_hotspotsWalkPos[kHSExitOutsideClown].x, _hotspotsWalkPos[kHSExitOutsideClown].y, 0, 0x107AB, 1);
_gnapActionStatus = kASLeaveScene;
platypusWalkTo(_hotspotsWalkPos[kHSExitOutsideClown].x, _hotspotsWalkPos[kHSExitOutsideClown].y - 1, -1, 0x107CD, 1);
if (_vm->_gnapActionStatus < 0) {
_vm->_isLeavingScene = true;
_vm->_newSceneNum = 27;
_vm->gnapWalkTo(_vm->_hotspotsWalkPos[kHSExitOutsideClown].x, _vm->_hotspotsWalkPos[kHSExitOutsideClown].y, 0, 0x107AB, 1);
_vm->_gnapActionStatus = kASLeaveScene;
_vm->platypusWalkTo(_vm->_hotspotsWalkPos[kHSExitOutsideClown].x, _vm->_hotspotsWalkPos[kHSExitOutsideClown].y - 1, -1, 0x107CD, 1);
}
break;
case kHSAracde:
if (_gnapActionStatus < 0) {
if (_grabCursorSpriteIndex == kItemDiceQuarterHole) {
setGrabCursorSprite(-1);
_isLeavingScene = true;
_newSceneNum = 52;
gnapWalkTo(_hotspotsWalkPos[kHSAracde].x, _hotspotsWalkPos[kHSAracde].y, 0, -1, 1);
playGnapIdle(_hotspotsWalkPos[kHSAracde].x, _hotspotsWalkPos[kHSAracde].y);
_gnapActionStatus = kASLeaveScene;
} else if (_grabCursorSpriteIndex >= 0) {
playGnapShowCurrItem(_hotspotsWalkPos[kHSAracde].x, _hotspotsWalkPos[kHSAracde].y, 2, 3);
if (_vm->_gnapActionStatus < 0) {
if (_vm->_grabCursorSpriteIndex == kItemDiceQuarterHole) {
_vm->setGrabCursorSprite(-1);
_vm->_isLeavingScene = true;
_vm->_newSceneNum = 52;
_vm->gnapWalkTo(_vm->_hotspotsWalkPos[kHSAracde].x, _vm->_hotspotsWalkPos[kHSAracde].y, 0, -1, 1);
_vm->playGnapIdle(_vm->_hotspotsWalkPos[kHSAracde].x, _vm->_hotspotsWalkPos[kHSAracde].y);
_vm->_gnapActionStatus = kASLeaveScene;
} else if (_vm->_grabCursorSpriteIndex >= 0) {
_vm->playGnapShowCurrItem(_vm->_hotspotsWalkPos[kHSAracde].x, _vm->_hotspotsWalkPos[kHSAracde].y, 2, 3);
} else {
switch (_verbCursor) {
switch (_vm->_verbCursor) {
case LOOK_CURSOR:
playGnapMoan2(0, 0);
_vm->playGnapMoan2(0, 0);
break;
case GRAB_CURSOR:
case TALK_CURSOR:
case PLAT_CURSOR:
playGnapImpossible(0, 0);
_vm->playGnapImpossible(0, 0);
break;
}
}
@ -216,33 +221,33 @@ void GnapEngine::scene29_run() {
break;
case kHSWalkArea1:
if (_gnapActionStatus < 0)
gnapWalkTo(-1, -1, -1, -1, 1);
if (_vm->_gnapActionStatus < 0)
_vm->gnapWalkTo(-1, -1, -1, -1, 1);
break;
default:
if (_mouseClickState._left) {
gnapWalkTo(-1, -1, -1, -1, 1);
_mouseClickState._left = false;
if (_vm->_mouseClickState._left) {
_vm->gnapWalkTo(-1, -1, -1, -1, 1);
_vm->_mouseClickState._left = false;
}
break;
}
scene29_updateAnimations();
updateAnimations();
if (!isSoundPlaying(0x1093B))
playSound(0x1093B, true);
if (!_vm->isSoundPlaying(0x1093B))
_vm->playSound(0x1093B, true);
if (!_isLeavingScene) {
if (_gnapActionStatus < 0) {
updateGnapIdleSequence();
updatePlatypusIdleSequence();
if (!_vm->_isLeavingScene) {
if (_vm->_gnapActionStatus < 0) {
_vm->updateGnapIdleSequence();
_vm->updatePlatypusIdleSequence();
}
if (!_timers[4]) {
if (invHas(kItemHorn)) {
_timers[4] = getRandom(20) + 60;
if (_gnapActionStatus < 0) {
switch (getRandom(5)) {
if (!_vm->_timers[4]) {
if (_vm->invHas(kItemHorn)) {
_vm->_timers[4] = _vm->getRandom(20) + 60;
if (_vm->_gnapActionStatus < 0) {
switch (_vm->getRandom(5)) {
case 0:
_s28_nextManSequenceId = 0xED;
break;
@ -262,64 +267,61 @@ void GnapEngine::scene29_run() {
}
}
}
playSoundB();
_vm->playSoundB();
}
checkGameKeys();
_vm->checkGameKeys();
if (isKeyStatus1(8)) {
clearKeyStatus1(8);
runMenu();
scene29_updateHotspots();
if (_vm->isKeyStatus1(8)) {
_vm->clearKeyStatus1(8);
_vm->runMenu();
updateHotspots();
}
gameUpdateTick();
}
_vm->gameUpdateTick();
}
}
void GnapEngine::scene29_updateAnimations() {
if (_gameSys->getAnimationStatus(0) == 2) {
_gameSys->setAnimation(0, 0, 0);
switch (_gnapActionStatus) {
void Scene29::updateAnimations() {
if (_vm->_gameSys->getAnimationStatus(0) == 2) {
_vm->_gameSys->setAnimation(0, 0, 0);
switch (_vm->_gnapActionStatus) {
case kASUseBananaWithMonkey:
_s28_nextMonkeySequenceId = 0xE5;
break;
case kASLeaveScene:
_sceneDone = true;
_vm->_sceneDone = true;
break;
}
}
if (_gameSys->getAnimationStatus(3) == 2 && _s28_nextManSequenceId != -1) {
_gameSys->insertSequence(_s28_nextManSequenceId, 39, _s28_currManSequenceId, 39, kSeqSyncWait, 0, 0, 0);
_gameSys->setAnimation(_s28_nextManSequenceId, 39, 3);
if (_vm->_gameSys->getAnimationStatus(3) == 2 && _s28_nextManSequenceId != -1) {
_vm->_gameSys->insertSequence(_s28_nextManSequenceId, 39, _s28_currManSequenceId, 39, kSeqSyncWait, 0, 0, 0);
_vm->_gameSys->setAnimation(_s28_nextManSequenceId, 39, 3);
_s28_currManSequenceId = _s28_nextManSequenceId;
_s28_nextManSequenceId = -1;
}
if (_gameSys->getAnimationStatus(4) == 2) {
if (_vm->_gameSys->getAnimationStatus(4) == 2) {
if (_s28_nextMonkeySequenceId == 0xE5) {
_gameSys->insertSequence(0xF2, _gnapId, makeRid(_gnapSequenceDatNum, _gnapSequenceId), _gnapId, kSeqSyncWait, 0, 0, 0);
_gnapSequenceDatNum = 0;
_gnapSequenceId = 0xF2;
_gameSys->setAnimation(0xE6, 159, 0);
_gameSys->setAnimation(0, 159, 4);
_gameSys->insertSequence(_s28_nextMonkeySequenceId, 159, _s28_currMonkeySequenceId, 159, kSeqSyncWait, 0, 0, 0);
_gameSys->insertSequence(0xE6, 159, _s28_nextMonkeySequenceId, 159, kSeqSyncWait, 0, 0, 0);
_gnapActionStatus = kASLeaveScene;
_vm->_gameSys->insertSequence(0xF2, _vm->_gnapId, makeRid(_vm->_gnapSequenceDatNum, _vm->_gnapSequenceId), _vm->_gnapId, kSeqSyncWait, 0, 0, 0);
_vm->_gnapSequenceDatNum = 0;
_vm->_gnapSequenceId = 0xF2;
_vm->_gameSys->setAnimation(0xE6, 159, 0);
_vm->_gameSys->setAnimation(0, 159, 4);
_vm->_gameSys->insertSequence(_s28_nextMonkeySequenceId, 159, _s28_currMonkeySequenceId, 159, kSeqSyncWait, 0, 0, 0);
_vm->_gameSys->insertSequence(0xE6, 159, _s28_nextMonkeySequenceId, 159, kSeqSyncWait, 0, 0, 0);
_vm->_gnapActionStatus = kASLeaveScene;
_s28_currMonkeySequenceId = 0xE6;
_s28_nextMonkeySequenceId = -1;
_timers[5] = 30;
while (_timers[5])
gameUpdateTick();
platypusWalkTo(0, 8, 1, 0x107CF, 1);
while (_gameSys->getAnimationStatus(1) != 2)
gameUpdateTick();
_vm->_timers[5] = 30;
while (_vm->_timers[5])
_vm->gameUpdateTick();
_vm->platypusWalkTo(0, 8, 1, 0x107CF, 1);
while (_vm->_gameSys->getAnimationStatus(1) != 2)
_vm->gameUpdateTick();
} else if (_s28_nextMonkeySequenceId == -1) {
switch (getRandom(6)) {
switch (_vm->getRandom(6)) {
case 0:
_s28_nextMonkeySequenceId = 0xE8;
break;
@ -339,13 +341,13 @@ void GnapEngine::scene29_updateAnimations() {
_s28_nextMonkeySequenceId = 0xE7;
break;
}
_gameSys->insertSequence(_s28_nextMonkeySequenceId, 159, _s28_currMonkeySequenceId, 159, kSeqSyncWait, 0, 0, 0);
_gameSys->setAnimation(_s28_nextMonkeySequenceId, 159, 4);
_vm->_gameSys->insertSequence(_s28_nextMonkeySequenceId, 159, _s28_currMonkeySequenceId, 159, kSeqSyncWait, 0, 0, 0);
_vm->_gameSys->setAnimation(_s28_nextMonkeySequenceId, 159, 4);
_s28_currMonkeySequenceId = _s28_nextMonkeySequenceId;
_s28_nextMonkeySequenceId = -1;
} else {
_gameSys->insertSequence(_s28_nextMonkeySequenceId, 159, _s28_currMonkeySequenceId, 159, kSeqSyncWait, 0, 0, 0);
_gameSys->setAnimation(_s28_nextMonkeySequenceId, 159, 4);
_vm->_gameSys->insertSequence(_s28_nextMonkeySequenceId, 159, _s28_currMonkeySequenceId, 159, kSeqSyncWait, 0, 0, 0);
_vm->_gameSys->setAnimation(_s28_nextMonkeySequenceId, 159, 4);
_s28_currMonkeySequenceId = _s28_nextMonkeySequenceId;
_s28_nextMonkeySequenceId = -1;
}

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@ -0,0 +1,52 @@
/* 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.
*
*/
#ifndef GNAP_SCENE29_H
#define GNAP_SCENE29_H
#include "gnap/debugger.h"
#include "gnap/scenes/scenecore.h"
namespace Gnap {
class GnapEngine;
class Scene29: public Scene {
public:
Scene29(GnapEngine *vm);
~Scene29() {}
virtual int init();
virtual void updateHotspots();
virtual void run();
virtual void updateAnimations();
virtual void updateAnimationsCb() {};
private:
int _s28_currMonkeySequenceId;
int _s28_nextMonkeySequenceId;
int _s28_currManSequenceId;
int _s28_nextManSequenceId;
};
} // End of namespace Gnap
#endif // GNAP_SCENE29_H

View File

@ -54,6 +54,7 @@
#include "gnap/scenes/scene26.h"
#include "gnap/scenes/scene27.h"
#include "gnap/scenes/scene28.h"
#include "gnap/scenes/scene29.h"
#include "gnap/scenes/scene47.h"
#include "gnap/scenes/scene48.h"
#include "gnap/scenes/scene54.h"
@ -264,8 +265,9 @@ int GnapEngine::initSceneLogic() {
initSceneGrid(21, 146, 11, 10);
break;
case 29:
backgroundId = scene29_init();
scene29_updateHotspots();
_scene = new Scene29(this);
backgroundId = _scene->init();
_scene->updateHotspots();
_gameSys->setScaleValues(0, 500, 1, 1000);
initSceneGrid(21, 146, 11, 10);
break;
@ -586,7 +588,8 @@ void GnapEngine::runSceneLogic() {
_newSceneNum = 20;
break;
case 29:
scene29_run();
_scene->run();
delete _scene;
if (_newSceneNum == 55)
_newSceneNum = 20;
break;