scummvm/engines/neverhood/modules/module2600.cpp
2014-02-18 02:39:36 +01:00

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