mirror of
https://github.com/libretro/scummvm.git
synced 2025-02-03 01:15:58 +00:00
262 lines
6.5 KiB
C++
262 lines
6.5 KiB
C++
/* 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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*
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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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*
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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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*/
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#include "neverhood/modules/module2600.h"
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#include "neverhood/modules/module2600_sprites.h"
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namespace Neverhood {
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static const uint32 kModule2600SoundList[] = {
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0xB288D450,
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0x90804450,
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0x99801500,
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0xB288D455,
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0x93825040,
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0
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};
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Module2600::Module2600(NeverhoodEngine *vm, Module *parentModule, int which)
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: Module(vm, parentModule) {
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if (which < 0)
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createScene(_vm->gameState().sceneNum, -1);
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else if (which == 1)
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createScene(4, 1);
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else
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createScene(0, 1);
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_vm->_soundMan->addSoundList(0x40271018, kModule2600SoundList);
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_vm->_soundMan->setSoundListParams(kModule2600SoundList, true, 50, 600, 5, 150);
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_vm->_soundMan->playTwoSounds(0x40271018, 0x41861371, 0x43A2507F, 0);
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}
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Module2600::~Module2600() {
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_vm->_soundMan->deleteGroup(0x40271018);
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}
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void Module2600::createScene(int sceneNum, int which) {
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debug(1, "Module2600::createScene(%d, %d)", sceneNum, which);
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_sceneNum = sceneNum;
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switch (_sceneNum) {
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case 0:
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_vm->gameState().sceneNum = 0;
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createNavigationScene(0x004B8608, which);
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break;
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case 1:
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_vm->gameState().sceneNum = 1;
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createNavigationScene(0x004B8638, which);
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break;
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case 2:
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_vm->gameState().sceneNum = 2;
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createNavigationScene(0x004B86C8, which);
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break;
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case 3:
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_vm->gameState().sceneNum = 3;
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if (getGlobalVar(V_CREATURE_ANGRY))
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createNavigationScene(0x004B8758, which);
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else
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createNavigationScene(0x004B86F8, which);
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break;
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case 4:
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_vm->gameState().sceneNum = 4;
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createNavigationScene(0x004B87B8, which);
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break;
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case 6:
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_vm->gameState().sceneNum = 6;
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createNavigationScene(0x004B8698, which);
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break;
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case 7:
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_vm->gameState().sceneNum = 7;
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_vm->_soundMan->deleteGroup(0x40271018);
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createSmackerScene(0x30090001, true, true, false);
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break;
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case 8:
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_vm->gameState().sceneNum = 8;
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_childObject = new Scene2609(_vm, this, which);
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break;
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case 1002:
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_vm->gameState().sceneNum = 2;
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if (getGlobalVar(V_FRUIT_COUNTING_INDEX) == 1)
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createSmackerScene(0x018C0404, true, true, false);
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else if (getGlobalVar(V_FRUIT_COUNTING_INDEX) == 2)
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createSmackerScene(0x018C0407, true, true, false);
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else
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createSmackerScene(0x818C0405, true, true, false);
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if (getGlobalVar(V_FRUIT_COUNTING_INDEX) >= 2)
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setGlobalVar(V_FRUIT_COUNTING_INDEX, 0);
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else
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incGlobalVar(V_FRUIT_COUNTING_INDEX, +1);
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break;
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case 1003:
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_vm->gameState().sceneNum = 3;
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createSmackerScene(0x001C0007, true, true, false);
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break;
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case 1006:
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_vm->gameState().sceneNum = 6;
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if (getGlobalVar(V_WATER_RUNNING))
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createSmackerScene(0x049A1181, true, true, false);
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else
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createSmackerScene(0x04981181, true, true, false);
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break;
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case 1008:
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_vm->gameState().sceneNum = 8;
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if (getGlobalVar(V_WATER_RUNNING))
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createSmackerScene(0x42B80941, true, true, false);
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else
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createSmackerScene(0x42980941, true, true, false);
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break;
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case 9999:
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createDemoScene();
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break;
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}
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SetUpdateHandler(&Module2600::updateScene);
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_childObject->handleUpdate();
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}
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void Module2600::updateScene() {
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if (!updateChild()) {
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switch (_sceneNum) {
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case 0:
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if (_moduleResult == 1)
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createScene(1, 3);
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else
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leaveModule(0);
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break;
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case 1:
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if (_moduleResult == 0)
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createScene(6, 0);
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else if (_moduleResult == 1)
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createScene(0, 0);
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else if (_moduleResult == 2)
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createScene(2, 1);
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else if (_moduleResult == 3)
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createScene(3, 0);
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break;
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case 2:
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if (_moduleResult == 0)
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createScene(1, 0);
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else if (_moduleResult == 1) {
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if (_vm->isDemo())
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createScene(9999, -1);
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else
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createScene(1002, -1);
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}
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break;
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case 3:
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if (_moduleResult == 0) {
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if (getGlobalVar(V_CREATURE_ANGRY))
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createScene(4, 0);
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else
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createScene(1003, -1);
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} else if (_moduleResult == 2)
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createScene(1, 1);
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else if (_moduleResult == 3) {
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if (getGlobalVar(V_CREATURE_ANGRY))
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createScene(4, 0);
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else {
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setGlobalVar(V_CREATURE_ANGRY, 1);
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createScene(7, -1);
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}
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}
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break;
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case 4:
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if (_moduleResult == 0)
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leaveModule(1);
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else
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createScene(3, 1);
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break;
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case 6:
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if (_moduleResult == 0) {
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if (_vm->isDemo())
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createScene(9999, -1);
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else
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createScene(1006, -1);
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}
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else if (_moduleResult == 1)
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createScene(1, 2);
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break;
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case 7:
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leaveModule(0);
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break;
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case 8:
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createScene(1008, -1);
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break;
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case 1002:
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createScene(2, 1);
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break;
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case 1003:
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createScene(3, 0);
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break;
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case 1006:
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createScene(8, -1);
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break;
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case 1008:
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createScene(6, 0);
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break;
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case 9999:
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createScene(_vm->gameState().sceneNum, -1);
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break;
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}
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}
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}
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Scene2609::Scene2609(NeverhoodEngine *vm, Module *parentModule, int which)
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: Scene(vm, parentModule), _isBusy(false) {
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SetUpdateHandler(&Scene::update);
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SetMessageHandler(&Scene2609::handleMessage);
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setBackground(0x51409A16);
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setPalette(0x51409A16);
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_asWater = insertSprite<AsScene2609Water>();
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_ssButton = insertSprite<SsScene2609Button>(this);
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addCollisionSprite(_ssButton);
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insertPuzzleMouse(0x09A1251C, 20, 620);
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insertStaticSprite(0x02138002, 1200);
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insertStaticSprite(0x825E2827, 1200);
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}
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uint32 Scene2609::handleMessage(int messageNum, const MessageParam ¶m, Entity *sender) {
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Scene::handleMessage(messageNum, param, sender);
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switch (messageNum) {
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case NM_MOUSE_CLICK:
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if ((param.asPoint().x <= 20 || param.asPoint().x >= 620) && !_isBusy)
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leaveScene(0);
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break;
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case NM_ANIMATION_UPDATE:
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_isBusy = true;
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break;
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case 0x2001:
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_isBusy = false;
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sendMessage(_asWater, 0x2001, 0);
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break;
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case NM_POSITION_CHANGE:
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_isBusy = false;
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sendMessage(_asWater, NM_POSITION_CHANGE, 0);
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break;
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}
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return 0;
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}
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} // End of namespace Neverhood
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