scummvm/engines/neverhood/module1800.cpp
johndoe123 61e2a6f81d NEVERHOOD: Clean up Module2300 (like the ones before)
- Also fix previous modules (oops)
2013-05-08 20:47:35 +02:00

183 lines
4.7 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/module1800.h"
#include "neverhood/navigationscene.h"
#include "neverhood/menumodule.h"
namespace Neverhood {
static const uint32 kModule1800SoundList[] = {
0x16805548,
0x16805048,
0xD0E14441,
0x90E090C2,
0x90E1D0C2,
0x90E2D0C2,
0
};
Module1800::Module1800(NeverhoodEngine *vm, Module *parentModule, int which)
: Module(vm, parentModule) {
_vm->_soundMan->addSoundList(0x04A14718, kModule1800SoundList);
_vm->_soundMan->setSoundListParams(kModule1800SoundList, true, 50, 600, 10, 150);
_vm->_soundMan->playTwoSounds(0x04A14718, 0x8A382B55, 0x0C242F1D, 0);
if (which < 0)
createScene(_vm->gameState().sceneNum, -1);
else if (which == 2)
createScene(5, 0);
else if (which == 3)
createScene(0, 0);
else
createScene(3, 1);
}
Module1800::~Module1800() {
_vm->_soundMan->deleteGroup(0x04A14718);
}
void Module1800::createScene(int sceneNum, int which) {
static const byte kNavigationTypes00[] = {1, 0, 2, 0};
static const byte kNavigationTypes01[] = {5};
debug("Module1800::createScene(%d, %d)", sceneNum, which);
_sceneNum = sceneNum;
switch (_sceneNum) {
case 0:
_vm->gameState().sceneNum = 0;
createNavigationScene(0x004AFD38, which, kNavigationTypes00);
break;
case 1:
_vm->gameState().sceneNum = 1;
createNavigationScene(0x004AFD98, which, kNavigationTypes01);
break;
case 2:
_vm->gameState().sceneNum = 2;
createSmackerScene(0x006C0085, true, true, false);
break;
case 3:
_vm->gameState().sceneNum = 3;
createNavigationScene(0x004AFDB0, which);
break;
case 4:
_vm->gameState().sceneNum = 4;
createNavigationScene(0x004AFDE0, which);
break;
case 5:
_vm->gameState().sceneNum = 5;
createNavigationScene(0x004AFE40, which);
break;
case 6:
_vm->gameState().sceneNum = 6;
_vm->_soundMan->deleteGroup(0x04A14718);
createSmackerScene(0x08D84010, true, true, false);
break;
case 7:
_vm->gameState().sceneNum = 7;
_vm->_soundMan->setSoundListParams(kModule1800SoundList, false, 0, 0, 0, 0);
createSmackerScene(0x0168B121, true, true, false);
break;
case 8:
_vm->gameState().sceneNum = 8;
_childObject = new CreditsScene(_vm, this, false);
break;
case 1009:
_vm->gameState().sceneNum = 3;
// NOTE: Newly introduced sceneNum 1009 (was duplicate 3 with own update handler)
createSmackerScene(0x0A840C01, true, true, false);
break;
}
SetUpdateHandler(&Module1800::updateScene);
_childObject->handleUpdate();
}
void Module1800::updateScene() {
if (!updateChild()) {
switch (_sceneNum) {
case 0:
if (_moduleResult == 1)
createScene(4, 0);
else if (_moduleResult == 2)
createScene(1, -1);
else if (_moduleResult == 3)
createScene(3, 0);
break;
case 1:
if (_navigationAreaType == 3)
createScene(7, -1);
else
createScene(2, -1);
break;
case 2:
createScene(0, 2);
break;
case 3:
if (_moduleResult == 0)
createScene(1009, -1);
else if (_moduleResult == 1)
createScene(0, 1);
break;
case 4:
if (_moduleResult == 0)
createScene(6, -1);
else if (_moduleResult == 1)
createScene(5, 0);
else if (_moduleResult == 2)
createScene(0, 3);
else if (_moduleResult == 3)
createScene(4, 3);
break;
case 5:
if (_moduleResult == 0)
leaveModule(2);
else if (_moduleResult == 1)
createScene(4, 3);
break;
case 6:
createScene(8, -1);
break;
case 7:
leaveModule(3);
break;
case 8:
// NOTE: After Klayman jumped into the hole and died...
leaveModule(1);
// TODO GameState stuff // Restarts the game?
break;
case 1009:
leaveModule(0);
break;
}
} else {
switch (_sceneNum) {
case 0:
if (navigationScene()->isWalkingForward() && navigationScene()->getNavigationIndex() == 2)
_vm->_soundMan->setTwoSoundsPlayFlag(false);
break;
}
}
}
} // End of namespace Neverhood