mirror of
https://github.com/libretro/scummvm.git
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af2820fd23
(instead of using sendMessage directly)
148 lines
3.7 KiB
C++
148 lines
3.7 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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* 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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*/
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#include "neverhood/module1500.h"
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namespace Neverhood {
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Module1500::Module1500(NeverhoodEngine *vm, Module *parentModule, int which, bool flag)
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: Module(vm, parentModule), _flag(flag) {
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if (which < 0) {
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createScene(_vm->gameState().sceneNum, -1);
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} else {
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createScene(3, -1);
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}
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}
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void Module1500::createScene(int sceneNum, int which) {
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debug("Module1500::createScene(%d, %d)", sceneNum, which);
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_vm->gameState().sceneNum = sceneNum;
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switch (_vm->gameState().sceneNum) {
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case 0:
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_childObject = new Scene1501(_vm, this, 0x8420221D, 0xA61024C4, 150, 48);
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break;
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case 1:
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_childObject = new Scene1501(_vm, this, 0x30050A0A, 0x58B45E58, 110, 48);
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break;
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case 2:
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sendMessage(_parentModule, 0x0800, 0);
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createSmackerScene(0x001A0005, true, true, true);
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break;
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case 3:
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_childObject = new Scene1501(_vm, this, 0x0CA04202, 0, 110, 48);
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break;
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}
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SetUpdateHandler(&Module1500::updateScene);
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_childObject->handleUpdate();
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}
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void Module1500::updateScene() {
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if (!updateChild()) {
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switch (_vm->gameState().sceneNum) {
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case 0:
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createScene(1, -1);
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break;
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case 1:
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if (_flag) {
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createScene(2, -1);
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} else {
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leaveModule(0);
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}
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break;
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case 3:
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createScene(0, -1);
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break;
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default:
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leaveModule(0);
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break;
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}
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}
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}
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// Scene1501
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Scene1501::Scene1501(NeverhoodEngine *vm, Module *parentModule, uint32 backgroundFileHash, uint32 soundFileHash, int countdown2, int countdown3)
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: Scene(vm, parentModule, true), _soundResource(vm),
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_countdown3(countdown3), _countdown2(countdown2), _countdown1(0), _flag(false) {
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SetUpdateHandler(&Scene1501::update);
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SetMessageHandler(&Scene1501::handleMessage);
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_surfaceFlag = true;
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setBackground(backgroundFileHash);
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setPalette();
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addEntity(_palette);
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_palette->addBasePalette(backgroundFileHash, 0, 256, 0);
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_palette->startFadeToPalette(12);
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/*
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if (soundFileHash != 0) {
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_soundResource.set(soundFileHash);
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_soundResource.load();
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_soundResource.play();
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}
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*/
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}
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void Scene1501::update() {
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Scene::update();
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// TODO: Since these countdowns are used a lot, maybe these can be wrapped in a class/struct
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// so the code gets a little cleaner.
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if (_countdown1 != 0) {
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_countdown1--;
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if (_countdown1 == 0) {
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_vm->_screen->clear();
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leaveScene(0);
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}
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} else if ((_countdown2 != 0 && (--_countdown2 == 0)) /*|| !_soundResource.isPlaying()*/) {
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_countdown1 = 12;
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_palette->startFadeToBlack(11);
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}
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if (_countdown3 != 0)
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_countdown3--;
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if (_countdown3 == 0 && _flag && _countdown1 == 0) {
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_countdown1 = 12;
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_palette->startFadeToBlack(11);
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}
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}
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uint32 Scene1501::handleMessage(int messageNum, const MessageParam ¶m, Entity *sender) {
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uint32 messageResult = Scene::handleMessage(messageNum, param, sender);
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if (messageNum == 0x0009) {
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_flag = true;
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}
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return messageResult;
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}
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} // End of namespace Neverhood
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