mirror of
https://github.com/libretro/scummvm.git
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TSAGE: Separated Scene 1000 into a seaprate code file
This is mimicking the original engine, which breaks the entire game into groups of scenes
This commit is contained in:
parent
2f3831d12b
commit
e7ca134b1a
@ -12,6 +12,7 @@ MODULE_OBJS := \
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resources.o \
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ringworld_logic.o \
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ringworld_scenes1.o \
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ringworld_scenes2.o \
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saveload.o \
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scenes.o \
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sound.o \
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@ -28,11 +28,13 @@
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#include "tsage/tsage.h"
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#include "tsage/staticres.h"
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#include "tsage/ringworld_scenes1.h"
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#include "tsage/ringworld_scenes2.h"
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namespace tSage {
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Scene *SceneFactory::createScene(int sceneNumber) {
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switch (sceneNumber) {
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/* Scene group 1 */
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// Kziniti Palace (Introduction)
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case 10: return new Scene10();
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// Outer Space (Introduction)
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@ -51,11 +53,14 @@ Scene *SceneFactory::createScene(int sceneNumber) {
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case 90: return new Scene90();
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// Ship Close-up
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case 95: return new Scene95();
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// Title screen
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case 1000: return new Scene1000();
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// Sunflower navigation sequence
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case 6100: return new Scene6100();
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/* Scene group 2 */
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// Title screen
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case 1000: return new Scene1000();
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default:
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error("Unknown scene number - %d", sceneNumber);
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break;
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@ -2799,285 +2799,7 @@ void Scene95::postInit(SceneObjectList *OwnerList) {
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}
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/*--------------------------------------------------------------------------
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* Scene 1000 - Title Screen
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*
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*--------------------------------------------------------------------------*/
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void Scene1000::Action1::signal() {
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Scene1000 *scene = (Scene1000 *)_globals->_sceneManager._scene;
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switch (_actionIndex++) {
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case 0:
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_globals->_player.disableControl();
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setDelay(10);
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break;
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case 1:
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scene->_object4.postInit();
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scene->_object4.setVisage(1001);
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scene->_object4._frame = 1;
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scene->_object4.setStrip2(5);
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scene->_object4.changeZoom(100);
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scene->_object4.animate(ANIM_MODE_2, NULL);
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scene->_object4.setPosition(Common::Point(403, 163));
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setDelay(90);
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break;
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case 2: {
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SceneItem::display(0, 0);
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scene->_object4.remove();
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scene->_object1.changeZoom(-1);
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NpcMover *mover = new NpcMover();
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Common::Point pt(180, 100);
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scene->_object1.addMover(mover, &pt, this);
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break;
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}
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case 3:
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_globals->_sceneManager.changeScene(1400);
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break;
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}
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}
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void Scene1000::Action2::signal() {
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switch (_actionIndex++) {
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case 0:
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_globals->_player.disableControl();
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setDelay(10);
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break;
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case 1:
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SceneItem::display(1000, 0, SET_Y, 20, SET_FONT, 2, SET_BG_COLOUR, -1,
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SET_EXT_BGCOLOUR, 35, SET_WIDTH, 200, SET_KEEP_ONSCREEN, 1, LIST_END);
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setDelay(180);
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break;
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case 2:
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SceneItem::display(0, 0);
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_globals->_sceneManager.changeScene(2000);
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break;
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default:
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break;
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}
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}
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void Scene1000::Action3::signal() {
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Scene1000 *scene = (Scene1000 *)_globals->_sceneManager._scene;
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switch (_actionIndex++) {
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case 0:
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_globals->_sceneManager._scene->loadBackground(0, 0);
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setDelay(60);
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break;
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case 1: {
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NpcMover *mover = new NpcMover();
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Common::Point pt(158, 31);
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scene->_object3.addMover(mover, &pt, this);
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break;
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}
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case 2:
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case 3:
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setDelay(60);
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break;
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case 4:
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_globals->_player.unflag100();
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setDelay(240);
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break;
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case 5: {
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// Intro.txt file presence is used to allow user option to skip the introduction
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_globals->_player.enableControl();
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Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading("Intro.txt");
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if (!in) {
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// File not present, so create it
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Common::OutSaveFile *out = g_system->getSavefileManager()->openForSaving("Intro.txt");
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out->finalize();
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delete out;
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setDelay(1);
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} else {
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delete in;
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// Prompt user for whether to start play or watch introduction
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if (MessageDialog::show2(WATCH_INTRO_MSG, START_PLAY_BTN_STRING, INTRODUCTION_BTN_STRING) == 0) {
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_actionIndex = 20;
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_globals->_soundHandler.proc1(this);
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} else {
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setDelay(1);
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}
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_globals->_player.disableControl();
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}
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break;
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}
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case 6: {
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scene->_object3.remove();
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_globals->_player.setStrip2(2);
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NpcMover *mover = new NpcMover();
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Common::Point pt(480, 100);
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_globals->_player.addMover(mover, &pt, this);
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break;
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}
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case 7:
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_globals->_scenePalette.loadPalette(1002);
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_globals->_scenePalette.refresh();
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_globals->_scenePalette.addRotation(80, 95, -1);
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scene->_object3.postInit();
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scene->_object3.setVisage(1002);
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scene->_object3.setStrip(1);
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scene->_object3.setPosition(Common::Point(284, 122));
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scene->_object3.changeZoom(1);
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zoom(true);
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setDelay(200);
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break;
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case 8:
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zoom(false);
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setDelay(10);
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break;
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case 9:
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scene->_object3.setStrip(2);
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scene->_object3.setPosition(Common::Point(285, 155));
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zoom(true);
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setDelay(400);
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break;
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case 10:
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zoom(false);
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setDelay(10);
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break;
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case 11:
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scene->_object3.setStrip(3);
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scene->_object3.setPosition(Common::Point(279, 172));
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zoom(true);
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setDelay(240);
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break;
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case 12:
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zoom(false);
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setDelay(10);
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break;
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case 13:
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scene->_object3.setStrip(4);
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scene->_object3.setPosition(Common::Point(270, 128));
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zoom(true);
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setDelay(300);
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break;
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case 14:
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zoom(false);
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setDelay(10);
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break;
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case 15:
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scene->_object3.setStrip(1);
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scene->_object3.setFrame(2);
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scene->_object3.setPosition(Common::Point(283, 137));
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zoom(true);
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setDelay(300);
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break;
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case 16:
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zoom(false);
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setDelay(10);
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break;
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case 17:
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scene->_object3.setStrip(5);
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scene->_object3.setFrame(1);
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scene->_object3.setPosition(Common::Point(292, 192));
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zoom(true);
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setDelay(300);
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break;
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case 18:
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zoom(false);
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_globals->_scenePalette.clearListeners();
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_globals->_soundHandler.proc1(this);
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break;
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case 19:
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_globals->_sceneManager.changeScene(10);
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break;
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case 20:
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_globals->_sceneManager.changeScene(30);
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break;
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default:
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break;
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}
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}
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void Scene1000::Action3::zoom(bool up) {
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Scene1000 *scene = (Scene1000 *)_globals->_sceneManager._scene;
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if (up) {
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while ((scene->_object3._percent < 100) && !_vm->shouldQuit()) {
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scene->_object3.changeZoom(MIN(scene->_object3._percent + 5, 100));
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_globals->_sceneObjects->draw();
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_globals->_events.delay(1);
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}
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} else {
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while ((scene->_object3._percent > 0) && !_vm->shouldQuit()) {
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scene->_object3.changeZoom(MAX(scene->_object3._percent - 5, 0));
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_globals->_sceneObjects->draw();
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_globals->_events.delay(1);
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}
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}
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}
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/*--------------------------------------------------------------------------*/
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void Scene1000::postInit(SceneObjectList *OwnerList) {
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Scene::postInit();
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setZoomPercents(0, 100, 200, 100);
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if (_globals->_sceneManager._previousScene == 2000) {
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setZoomPercents(150, 10, 180, 100);
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_object1.postInit();
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_object1.setVisage(1001);
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_object1._strip = 7;
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_object1.animate(ANIM_MODE_2, 0);
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_object1._moveDiff = Common::Point(1, 1);
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_object1.setPosition(Common::Point(120, 180));
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setAction(&_action2);
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_globals->_sceneManager._scene->_sceneBounds.centre(_object1._position.x, _object1._position.y);
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_globals->_sceneManager._scene->_sceneBounds.contain(_globals->_sceneManager._scene->_backgroundBounds);
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_globals->_sceneOffset.x = (_globals->_sceneManager._scene->_sceneBounds.left / 160) * 160;
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_globals->_soundHandler.startSound(114);
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} else if (_globals->_sceneManager._previousScene == 2222) {
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setZoomPercents(150, 10, 180, 100);
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_object1.postInit();
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_object1.setVisage(1001);
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_object1._strip = 7;
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_object1.animate(ANIM_MODE_2, 0);
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_object1._moveDiff = Common::Point(2, 2);
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_object1.setPosition(Common::Point(120, 180));
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_globals->_sceneManager._scene->_sceneBounds.centre(_object1._position.x, _object1._position.y);
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_globals->_sceneManager._scene->_sceneBounds.contain(_globals->_sceneManager._scene->_backgroundBounds);
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_globals->_sceneOffset.x = (_globals->_sceneManager._scene->_sceneBounds.left / 160) * 160;
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setAction(&_action1);
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} else {
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_globals->_soundHandler.startSound(4);
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setZoomPercents(0, 10, 30, 100);
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_object3.postInit();
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_object3.setVisage(1050);
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_object3.changeZoom(-1);
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_object3.setPosition(Common::Point(158, 0));
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_globals->_player.postInit();
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_globals->_player.setVisage(1050);
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_globals->_player.setStrip(3);
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_globals->_player.setPosition(Common::Point(160, 191));
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_globals->_player._moveDiff.x = 12;
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_globals->_player.flag100();
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_globals->_player.disableControl();
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_globals->_sceneManager._scene->_sceneBounds.centre(_object3._position.x, _object3._position.y);
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setAction(&_action3);
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}
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loadScene(1000);
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}
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/*--------------------------------------------------------------------------
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* Scene 6100 -
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* Scene 6100 - Sunflower navigation sequence
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*
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*--------------------------------------------------------------------------*/
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@ -476,32 +476,6 @@ public:
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virtual void postInit(SceneObjectList *OwnerList);
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};
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class Scene1000: public Scene {
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/* Actions */
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class Action1: public Action {
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public:
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virtual void signal();
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};
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class Action2: public Action {
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public:
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virtual void signal();
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};
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class Action3: public Action {
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private:
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void zoom(bool up);
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public:
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virtual void signal();
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};
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public:
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SceneObject _object1, _object2, _object3, _object4;
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Action1 _action1;
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Action2 _action2;
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Action3 _action3;
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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};
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class Scene6100: public Scene {
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/* Actions */
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class Action1: public Action {
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311
engines/tsage/ringworld_scenes2.cpp
Normal file
311
engines/tsage/ringworld_scenes2.cpp
Normal file
@ -0,0 +1,311 @@
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL: https://scummvm-misc.svn.sourceforge.net/svnroot/scummvm-misc/trunk/engines/tsage/scene_logic.cpp $
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* $Id: scene_logic.cpp 232 2011-02-12 11:56:38Z dreammaster $
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*
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*/
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#include "tsage/ringworld_scenes2.h"
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#include "tsage/scenes.h"
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#include "tsage/tsage.h"
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#include "tsage/staticres.h"
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namespace tSage {
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/*--------------------------------------------------------------------------
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* Scene 1000 - Title Screen
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*
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*--------------------------------------------------------------------------*/
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void Scene1000::Action1::signal() {
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Scene1000 *scene = (Scene1000 *)_globals->_sceneManager._scene;
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switch (_actionIndex++) {
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case 0:
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_globals->_player.disableControl();
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setDelay(10);
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break;
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case 1:
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scene->_object4.postInit();
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scene->_object4.setVisage(1001);
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scene->_object4._frame = 1;
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scene->_object4.setStrip2(5);
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scene->_object4.changeZoom(100);
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scene->_object4.animate(ANIM_MODE_2, NULL);
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scene->_object4.setPosition(Common::Point(403, 163));
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setDelay(90);
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break;
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case 2: {
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SceneItem::display(0, 0);
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scene->_object4.remove();
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scene->_object1.changeZoom(-1);
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NpcMover *mover = new NpcMover();
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Common::Point pt(180, 100);
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scene->_object1.addMover(mover, &pt, this);
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break;
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}
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case 3:
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_globals->_sceneManager.changeScene(1400);
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break;
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}
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}
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void Scene1000::Action2::signal() {
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switch (_actionIndex++) {
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case 0:
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_globals->_player.disableControl();
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setDelay(10);
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break;
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case 1:
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SceneItem::display(1000, 0, SET_Y, 20, SET_FONT, 2, SET_BG_COLOUR, -1,
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SET_EXT_BGCOLOUR, 35, SET_WIDTH, 200, SET_KEEP_ONSCREEN, 1, LIST_END);
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setDelay(180);
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break;
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case 2:
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SceneItem::display(0, 0);
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_globals->_sceneManager.changeScene(2000);
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break;
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default:
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break;
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}
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}
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void Scene1000::Action3::signal() {
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Scene1000 *scene = (Scene1000 *)_globals->_sceneManager._scene;
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switch (_actionIndex++) {
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case 0:
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_globals->_sceneManager._scene->loadBackground(0, 0);
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setDelay(60);
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break;
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case 1: {
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NpcMover *mover = new NpcMover();
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Common::Point pt(158, 31);
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scene->_object3.addMover(mover, &pt, this);
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break;
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}
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case 2:
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case 3:
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setDelay(60);
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break;
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case 4:
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_globals->_player.unflag100();
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setDelay(240);
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break;
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case 5: {
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// Intro.txt file presence is used to allow user option to skip the introduction
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_globals->_player.enableControl();
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Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading("Intro.txt");
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if (!in) {
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// File not present, so create it
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Common::OutSaveFile *out = g_system->getSavefileManager()->openForSaving("Intro.txt");
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out->finalize();
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delete out;
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setDelay(1);
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} else {
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delete in;
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// Prompt user for whether to start play or watch introduction
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if (MessageDialog::show2(WATCH_INTRO_MSG, START_PLAY_BTN_STRING, INTRODUCTION_BTN_STRING) == 0) {
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_actionIndex = 20;
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_globals->_soundHandler.proc1(this);
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} else {
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setDelay(1);
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}
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_globals->_player.disableControl();
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}
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break;
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}
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case 6: {
|
||||
scene->_object3.remove();
|
||||
_globals->_player.setStrip2(2);
|
||||
NpcMover *mover = new NpcMover();
|
||||
Common::Point pt(480, 100);
|
||||
_globals->_player.addMover(mover, &pt, this);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
_globals->_scenePalette.loadPalette(1002);
|
||||
_globals->_scenePalette.refresh();
|
||||
_globals->_scenePalette.addRotation(80, 95, -1);
|
||||
scene->_object3.postInit();
|
||||
scene->_object3.setVisage(1002);
|
||||
scene->_object3.setStrip(1);
|
||||
scene->_object3.setPosition(Common::Point(284, 122));
|
||||
scene->_object3.changeZoom(1);
|
||||
|
||||
zoom(true);
|
||||
setDelay(200);
|
||||
break;
|
||||
case 8:
|
||||
zoom(false);
|
||||
setDelay(10);
|
||||
break;
|
||||
case 9:
|
||||
scene->_object3.setStrip(2);
|
||||
scene->_object3.setPosition(Common::Point(285, 155));
|
||||
|
||||
zoom(true);
|
||||
setDelay(400);
|
||||
break;
|
||||
case 10:
|
||||
zoom(false);
|
||||
setDelay(10);
|
||||
break;
|
||||
case 11:
|
||||
scene->_object3.setStrip(3);
|
||||
scene->_object3.setPosition(Common::Point(279, 172));
|
||||
|
||||
zoom(true);
|
||||
setDelay(240);
|
||||
break;
|
||||
case 12:
|
||||
zoom(false);
|
||||
setDelay(10);
|
||||
break;
|
||||
case 13:
|
||||
scene->_object3.setStrip(4);
|
||||
scene->_object3.setPosition(Common::Point(270, 128));
|
||||
|
||||
zoom(true);
|
||||
setDelay(300);
|
||||
break;
|
||||
case 14:
|
||||
zoom(false);
|
||||
setDelay(10);
|
||||
break;
|
||||
case 15:
|
||||
scene->_object3.setStrip(1);
|
||||
scene->_object3.setFrame(2);
|
||||
scene->_object3.setPosition(Common::Point(283, 137));
|
||||
|
||||
zoom(true);
|
||||
setDelay(300);
|
||||
break;
|
||||
case 16:
|
||||
zoom(false);
|
||||
setDelay(10);
|
||||
break;
|
||||
case 17:
|
||||
scene->_object3.setStrip(5);
|
||||
scene->_object3.setFrame(1);
|
||||
scene->_object3.setPosition(Common::Point(292, 192));
|
||||
|
||||
zoom(true);
|
||||
setDelay(300);
|
||||
break;
|
||||
case 18:
|
||||
zoom(false);
|
||||
_globals->_scenePalette.clearListeners();
|
||||
_globals->_soundHandler.proc1(this);
|
||||
break;
|
||||
case 19:
|
||||
_globals->_sceneManager.changeScene(10);
|
||||
break;
|
||||
case 20:
|
||||
_globals->_sceneManager.changeScene(30);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void Scene1000::Action3::zoom(bool up) {
|
||||
Scene1000 *scene = (Scene1000 *)_globals->_sceneManager._scene;
|
||||
|
||||
if (up) {
|
||||
while ((scene->_object3._percent < 100) && !_vm->shouldQuit()) {
|
||||
scene->_object3.changeZoom(MIN(scene->_object3._percent + 5, 100));
|
||||
_globals->_sceneObjects->draw();
|
||||
_globals->_events.delay(1);
|
||||
}
|
||||
} else {
|
||||
while ((scene->_object3._percent > 0) && !_vm->shouldQuit()) {
|
||||
scene->_object3.changeZoom(MAX(scene->_object3._percent - 5, 0));
|
||||
_globals->_sceneObjects->draw();
|
||||
_globals->_events.delay(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*--------------------------------------------------------------------------*/
|
||||
|
||||
void Scene1000::postInit(SceneObjectList *OwnerList) {
|
||||
Scene::postInit();
|
||||
setZoomPercents(0, 100, 200, 100);
|
||||
|
||||
if (_globals->_sceneManager._previousScene == 2000) {
|
||||
setZoomPercents(150, 10, 180, 100);
|
||||
_object1.postInit();
|
||||
_object1.setVisage(1001);
|
||||
_object1._strip = 7;
|
||||
_object1.animate(ANIM_MODE_2, 0);
|
||||
_object1._moveDiff = Common::Point(1, 1);
|
||||
_object1.setPosition(Common::Point(120, 180));
|
||||
|
||||
setAction(&_action2);
|
||||
|
||||
_globals->_sceneManager._scene->_sceneBounds.centre(_object1._position.x, _object1._position.y);
|
||||
_globals->_sceneManager._scene->_sceneBounds.contain(_globals->_sceneManager._scene->_backgroundBounds);
|
||||
|
||||
_globals->_sceneOffset.x = (_globals->_sceneManager._scene->_sceneBounds.left / 160) * 160;
|
||||
_globals->_soundHandler.startSound(114);
|
||||
} else if (_globals->_sceneManager._previousScene == 2222) {
|
||||
setZoomPercents(150, 10, 180, 100);
|
||||
_object1.postInit();
|
||||
_object1.setVisage(1001);
|
||||
_object1._strip = 7;
|
||||
_object1.animate(ANIM_MODE_2, 0);
|
||||
_object1._moveDiff = Common::Point(2, 2);
|
||||
_object1.setPosition(Common::Point(120, 180));
|
||||
|
||||
_globals->_sceneManager._scene->_sceneBounds.centre(_object1._position.x, _object1._position.y);
|
||||
_globals->_sceneManager._scene->_sceneBounds.contain(_globals->_sceneManager._scene->_backgroundBounds);
|
||||
_globals->_sceneOffset.x = (_globals->_sceneManager._scene->_sceneBounds.left / 160) * 160;
|
||||
|
||||
setAction(&_action1);
|
||||
} else {
|
||||
_globals->_soundHandler.startSound(4);
|
||||
setZoomPercents(0, 10, 30, 100);
|
||||
_object3.postInit();
|
||||
_object3.setVisage(1050);
|
||||
_object3.changeZoom(-1);
|
||||
_object3.setPosition(Common::Point(158, 0));
|
||||
|
||||
_globals->_player.postInit();
|
||||
_globals->_player.setVisage(1050);
|
||||
_globals->_player.setStrip(3);
|
||||
_globals->_player.setPosition(Common::Point(160, 191));
|
||||
_globals->_player._moveDiff.x = 12;
|
||||
_globals->_player.flag100();
|
||||
_globals->_player.disableControl();
|
||||
|
||||
_globals->_sceneManager._scene->_sceneBounds.centre(_object3._position.x, _object3._position.y);
|
||||
|
||||
setAction(&_action3);
|
||||
}
|
||||
|
||||
loadScene(1000);
|
||||
}
|
||||
|
||||
} // End of namespace tSage
|
66
engines/tsage/ringworld_scenes2.h
Normal file
66
engines/tsage/ringworld_scenes2.h
Normal file
@ -0,0 +1,66 @@
|
||||
/* ScummVM - Graphic Adventure Engine
|
||||
*
|
||||
* ScummVM is the legal property of its developers, whose names
|
||||
* are too numerous to list here. Please refer to the COPYRIGHT
|
||||
* file distributed with this source distribution.
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation; either version 2
|
||||
* of the License, or (at your option) any later version.
|
||||
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||
*
|
||||
* $URL: https://scummvm-misc.svn.sourceforge.net/svnroot/scummvm-misc/trunk/engines/tsage/scene_logic.h $
|
||||
* $Id: scene_logic.h 232 2011-02-12 11:56:38Z dreammaster $
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef TSAGE_RINGWORLD_SCENES2_H
|
||||
#define TSAGE_RINGWORLD_SCENES2_H
|
||||
|
||||
#include "common/scummsys.h"
|
||||
#include "tsage/ringworld_logic.h"
|
||||
#include "tsage/events.h"
|
||||
#include "tsage/core.h"
|
||||
#include "tsage/scenes.h"
|
||||
#include "tsage/globals.h"
|
||||
|
||||
namespace tSage {
|
||||
|
||||
class Scene1000: public Scene {
|
||||
/* Actions */
|
||||
class Action1: public Action {
|
||||
public:
|
||||
virtual void signal();
|
||||
};
|
||||
class Action2: public Action {
|
||||
public:
|
||||
virtual void signal();
|
||||
};
|
||||
class Action3: public Action {
|
||||
private:
|
||||
void zoom(bool up);
|
||||
public:
|
||||
virtual void signal();
|
||||
};
|
||||
|
||||
public:
|
||||
SceneObject _object1, _object2, _object3, _object4;
|
||||
Action1 _action1;
|
||||
Action2 _action2;
|
||||
Action3 _action3;
|
||||
|
||||
virtual void postInit(SceneObjectList *OwnerList = NULL);
|
||||
};
|
||||
|
||||
} // End of namespace tSage
|
||||
|
||||
#endif
|
Loading…
x
Reference in New Issue
Block a user