scummvm/engines/fullpipe/scenes/scene26.cpp
D G Turner 9190f6e1c8 FULLPIPE: Fix Missing Default Switch Cases
These are flagged by GCC if -Wswitch-default is enabled.

Also, do minor fixes for readability to switch statements.
2019-11-14 02:44:19 +00:00

364 lines
10 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 "fullpipe/fullpipe.h"
#include "fullpipe/objectnames.h"
#include "fullpipe/constants.h"
#include "fullpipe/gameloader.h"
#include "fullpipe/motion.h"
#include "fullpipe/scenes.h"
#include "fullpipe/statics.h"
#include "fullpipe/interaction.h"
#include "fullpipe/behavior.h"
namespace Fullpipe {
void scene26_initScene(Scene *sc) {
g_vars->scene26_chhi = sc->getStaticANIObject1ById(ANI_CHHI, -1);
g_vars->scene26_drop = sc->getStaticANIObject1ById(ANI_DROP_26, -1);
g_vars->scene26_sockPic = sc->getPictureObjectById(PIC_SC26_SOCK, 0);
g_vars->scene26_sock = sc->getStaticANIObject1ById(ANI_SOCK_26, -1);
if (g_fp->getObjectState(sO_Hatch_26) == g_fp->getObjectEnumState(sO_Hatch_26, sO_WithSock)) {
g_fp->setObjectState(sO_Hatch_26, g_fp->getObjectEnumState(sO_Hatch_26, sO_Closed));
g_fp->setObjectState(sO_Sock_26, g_fp->getObjectEnumState(sO_Sock_26, sO_HangsOnPipe));
}
Interaction *inter = getGameLoaderInteractionController()->getInteractionByObjectIds(ANI_LUK26, ANI_MAN, ANI_INV_SOCK);
if (getGameLoaderInventory()->getCountItemsWithId(ANI_INV_VENT) == 0)
inter->_flags &= 0xFFFDFFFF;
else
inter->_flags |= 0x20000;
if (g_fp->getObjectState(sO_Sock_26) == g_fp->getObjectEnumState(sO_Sock_26, sO_HangsOnPipe))
g_vars->scene26_sockPic->_flags |= 4;
else
g_vars->scene26_sockPic->_flags &= 0xFFFB;
if (g_fp->getObjectState(sO_Valve1_26) == g_fp->getObjectEnumState(sO_Valve1_26, sO_Opened))
g_fp->playSound(SND_26_018, 1);
}
int scene26_updateCursor() {
g_fp->updateCursorCommon();
if (g_fp->_objectIdAtCursor != ANI_VENT || g_fp->_cursorId != PIC_CSR_DEFAULT) {
if (g_fp->_cursorId == PIC_CSR_ITN && g_fp->_objectIdAtCursor == PIC_SC26_LTRUBA)
g_fp->_cursorId = PIC_CSR_GOL;
// WORKAROUND: Fixing cursor
if (g_fp->_objectIdAtCursor == PIC_SC26_LTRUBA &&
(g_fp->_cursorId == PIC_CSR_GOU || g_fp->_cursorId == PIC_CSR_GOD || g_fp->_cursorId == PIC_CSR_GOR))
g_fp->_cursorId = PIC_CSR_GOL;
} else {
g_fp->_cursorId = PIC_CSR_ITN;
}
return g_fp->_cursorId;
}
void sceneHandler26_updateDrop() {
if (g_fp->getObjectState(sO_Valve5_26) == g_fp->getObjectEnumState(sO_Valve5_26, sO_Closed))
g_fp->_behaviorManager->setFlagByStaticAniObject(g_vars->scene26_drop, 0);
else
g_fp->_behaviorManager->setFlagByStaticAniObject(g_vars->scene26_drop, 1);
}
void scene26_setupDrop(Scene *sc) {
sceneHandler26_updateDrop();
}
void sceneHandler26_showChi() {
g_vars->scene26_chhi->changeStatics2(ST_CHI_EMPTY);
chainQueue(QU_CHI_SHOW, 1);
}
void sceneHandler26_updatePool() {
if (g_fp->getObjectState(sO_Valve1_26) == g_fp->getObjectEnumState(sO_Valve1_26, sO_Opened))
g_fp->setObjectState(sO_Pool, g_fp->getObjectEnumState(sO_Pool, sO_Overfull));
else if (g_fp->getObjectState(sO_Pool) == g_fp->getObjectEnumState(sO_Pool, sO_Overfull))
g_fp->setObjectState(sO_Pool, g_fp->getObjectEnumState(sO_Pool, sO_Full));
if (g_fp->getObjectState(sO_Valve2_26) == g_fp->getObjectEnumState(sO_Valve2_26, sO_Opened)) {
if (g_fp->getObjectState(sO_Pool) >= g_fp->getObjectEnumState(sO_Pool, sO_Full))
g_fp->setObjectState(sO_Pool, g_fp->getObjectEnumState(sO_Pool, sO_HalfFull));
}
if (g_fp->getObjectState(sO_Valve3_26) == g_fp->getObjectEnumState(sO_Valve3_26, sO_Opened)) {
if (g_fp->getObjectState(sO_Pool) >= g_fp->getObjectEnumState(sO_Pool, sO_HalfFull))
g_fp->setObjectState(sO_Pool, g_fp->getObjectEnumState(sO_Pool, sO_Empty));
}
}
void sceneHandler26_hideChi() {
g_vars->scene26_chhi->changeStatics2(ST_CHI_NORM);
chainQueue(QU_CHI_HIDE, 1);
}
void sceneHandler26_testVent() {
if (!g_vars->scene26_activeVent)
return;
if (g_vars->scene26_activeVent->_odelay == 0) {
if (g_fp->getObjectState(sO_Valve1_26) == g_fp->getObjectEnumState(sO_Valve1_26, sO_Opened))
g_fp->stopAllSoundInstances(SND_26_018);
else
g_fp->playSound(SND_26_018, 1);
if (g_fp->getObjectState(sO_Valve2_26) == g_fp->getObjectEnumState(sO_Valve2_26, sO_Opened)) {
chainQueue(QU_SC26_AUTOCLOSE2, 0);
g_fp->playSound(SND_26_020, 0);
}
if (g_fp->getObjectState(sO_Valve3_26) == g_fp->getObjectEnumState(sO_Valve3_26, sO_Opened)) {
chainQueue(QU_SC26_AUTOCLOSE3, 0);
g_fp->playSound(SND_26_020, 0);
}
} else if (g_vars->scene26_activeVent->_odelay == 1) {
if (g_fp->getObjectState(sO_Valve2_26) == g_fp->getObjectEnumState(sO_Valve2_26, sO_Opened))
g_fp->playSound(SND_26_020, 0);
else
g_fp->playSound(SND_26_019, 0);
if (g_fp->getObjectState(sO_Pool) == g_fp->getObjectEnumState(sO_Pool, sO_Overfull)
|| g_fp->getObjectState(sO_Pool) == g_fp->getObjectEnumState(sO_Pool, sO_Full))
g_fp->playSound(SND_26_003, 0);
if (g_fp->getObjectState(sO_Valve1_26) == g_fp->getObjectEnumState(sO_Valve1_26, sO_Opened)) {
g_fp->stopAllSoundInstances(SND_26_018);
chainQueue(QU_SC26_AUTOCLOSE1, 0);
}
} else if (g_vars->scene26_activeVent->_odelay == 2) {
if (g_fp->getObjectState(sO_Valve3_26) == g_fp->getObjectEnumState(sO_Valve3_26, sO_Opened))
g_fp->playSound(SND_26_020, 0);
else
g_fp->playSound(SND_26_019, 0);
if (g_fp->getObjectState(sO_Pool) == g_fp->getObjectEnumState(sO_Pool, sO_Overfull)
|| g_fp->getObjectState(sO_Pool) == g_fp->getObjectEnumState(sO_Pool, sO_Full)
|| g_fp->getObjectState(sO_Pool) == g_fp->getObjectEnumState(sO_Pool, sO_HalfFull))
g_fp->playSound(SND_26_003, 0);
if (g_fp->getObjectState(sO_Valve1_26) == g_fp->getObjectEnumState(sO_Valve1_26, sO_Opened)) {
g_fp->stopAllSoundInstances(SND_26_018);
chainQueue(QU_SC26_AUTOCLOSE1, 0);
}
}
}
void sceneHandler26_showVent() {
if (g_vars->scene26_activeVent) {
int id = g_vars->scene26_activeVent->_statics->_staticsId;
if (id == ST_VNT26_UP2) {
g_vars->scene26_activeVent->changeStatics2(ST_VNT26_RIGHT2);
} else {
if (id != ST_VNT26_RIGHT2)
return;
g_vars->scene26_activeVent->changeStatics2(ST_VNT26_UP2);
}
g_vars->scene26_activeVent->show1(-1, -1, -1, 0);
}
}
void sceneHandler26_hideVent() {
if (g_vars->scene26_activeVent)
g_vars->scene26_activeVent->hide();
}
void sceneHandler26_animateVents(StaticANIObject *ani) {
int qId = 0;
switch (ani->_odelay) {
case 0:
if (g_fp->getObjectState(sO_Valve1_26) == g_fp->getObjectEnumState(sO_Valve1_26, sO_Closed)) {
qId = QU_SC26_OPEN1;
} else {
qId = QU_SC26_CLOSE1;
}
break;
case 1:
if (g_fp->getObjectState(sO_Valve2_26) == g_fp->getObjectEnumState(sO_Valve2_26, sO_Closed)) {
qId = QU_SC26_OPEN2;
} else {
qId = QU_SC26_CLOSE2;
}
break;
case 2:
if (g_fp->getObjectState(sO_Valve3_26) == g_fp->getObjectEnumState(sO_Valve3_26, sO_Closed)) {
qId = QU_SC26_OPEN3;
} else {
qId = QU_SC26_CLOSE3;
}
break;
case 3:
if (g_fp->getObjectState(sO_Valve4_26) == g_fp->getObjectEnumState(sO_Valve4_26, sO_Closed)) {
qId = QU_SC26_OPEN4;
} else {
qId = QU_SC26_CLOSE4;
}
break;
case 4:
if (g_fp->getObjectState(sO_Valve5_26) == g_fp->getObjectEnumState(sO_Valve5_26, sO_Closed)) {
qId = QU_SC26_OPEN5;
} else {
qId = QU_SC26_CLOSE5;
}
break;
default:
return;
}
if (qId) {
MessageQueue *mq = new MessageQueue(g_fp->_currentScene->getMessageQueueById(qId), 0, 0);
mq->setFlags(mq->getFlags() | 1);
mq->chain(0);
}
}
void sceneHandler26_clickVent(StaticANIObject *ani, ExCommand *cmd) {
if (ani->_odelay || g_fp->getObjectState(sO_Hatch_26) != g_fp->getObjectEnumState(sO_Hatch_26, sO_Opened)) {
if (g_fp->_aniMan->isIdle() && !(g_fp->_aniMan->_flags & 0x100)) {
g_vars->scene26_activeVent = ani;
int x = ani->_ox - 20;
int y = ani->_oy + 61;
if (abs(x - g_fp->_aniMan->_ox) > 1 || abs(y - g_fp->_aniMan->_oy) > 1 || g_fp->_aniMan->_movement || g_fp->_aniMan->_statics->_staticsId != ST_MAN_UP) {
MessageQueue *mq = getCurrSceneSc2MotionController()->startMove(g_fp->_aniMan, x, y, 1, ST_MAN_UP);
if (mq) {
ExCommand *ex = new ExCommand(0, 17, MSG_SC26_CLICKVENT, 0, 0, 0, 1, 0, 0, 0);
ex->_excFlags |= 3;
ex->_param = ani->_odelay;
mq->addExCommandToEnd(ex);
postExCommand(g_fp->_aniMan->_id, 2, x, y, 0, -1);
}
} else {
sceneHandler26_animateVents(ani);
}
}
}
cmd->_messageKind = 0;
}
int sceneHandler26(ExCommand *cmd) {
if (cmd->_messageKind != 17)
return 0;
switch (cmd->_messageNum) {
case MSG_SC26_UPDATEDROP:
sceneHandler26_updateDrop();
break;
case MSG_SC26_SHOWCHI:
sceneHandler26_showChi();
break;
case MSG_SC26_UPDATEPOOL:
sceneHandler26_updatePool();
break;
case MSG_SC26_HIDECHI:
sceneHandler26_hideChi();
break;
case MSG_SC26_TESTVENT:
sceneHandler26_testVent();
break;
case MSG_SC26_SHOWVENT:
sceneHandler26_showVent();
break;
case MSG_SC26_CLICKVENT:
{
StaticANIObject *ani = g_fp->_currentScene->getStaticANIObject1ById(ANI_VENT, cmd->_param);
if (ani && ani->_id == ANI_VENT) {
sceneHandler26_clickVent(ani, cmd);
}
}
break;
case MSG_SC26_HIDEVENT:
sceneHandler26_hideVent();
break;
case 29:
{
StaticANIObject *ani = g_fp->_currentScene->getStaticANIObjectAtPos(cmd->_sceneClickX, cmd->_sceneClickY);
if (ani && ani->_id == ANI_VENT) {
sceneHandler26_clickVent(ani, cmd);
}
}
break;
case 33:
if (g_fp->_aniMan2) {
int x = g_fp->_aniMan2->_ox;
if (x < g_fp->_sceneRect.left + 200)
g_fp->_currentScene->_x = x - 300 - g_fp->_sceneRect.left;
if (x > g_fp->_sceneRect.right - 200)
g_fp->_currentScene->_x = x + 300 - g_fp->_sceneRect.right;
}
g_fp->_behaviorManager->updateBehaviors();
g_fp->startSceneTrack();
break;
default:
break;
}
return 0;
}
} // End of namespace Fullpipe