mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-05 09:10:29 +00:00
869 lines
25 KiB
C++
869 lines
25 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 "fullpipe/fullpipe.h"
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#include "fullpipe/utils.h"
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#include "fullpipe/objects.h"
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#include "fullpipe/statics.h"
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#include "fullpipe/gameloader.h"
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#include "fullpipe/motion.h"
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#include "fullpipe/input.h"
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#include "fullpipe/behavior.h"
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#include "fullpipe/constants.h"
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#include "fullpipe/scenes.h"
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#include "fullpipe/interaction.h"
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namespace Fullpipe {
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Vars::Vars() {
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sceneIntro_aniin1man = 0;
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sceneIntro_needSleep = true;
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sceneIntro_needGetup = false;
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sceneIntro_skipIntro = true;
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sceneIntro_playing = false;
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sceneIntro_needBlackout = false;
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swallowedEgg1 = 0;
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swallowedEgg2 = 0;
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swallowedEgg3 = 0;
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scene01_picSc01Osk = 0;
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scene01_picSc01Osk2 = 0;
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scene02_guvTheDrawer = 0;
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scene02_boxDelay = 0;
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scene02_boxOpen = false;
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scene03_eggeater = 0;
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scene03_domino = 0;
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scene04_bottle = 0;
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scene04_hand = 0;
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scene04_plank = 0;
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scene04_clock = 0;
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scene04_hand = 0;
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scene04_spring = 0;
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scene04_mamasha = 0;
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scene04_boot = 0;
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scene04_speaker = 0;
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scene04_ladder = 0;
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scene04_coinPut = false;
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scene04_soundPlaying = false;
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scene04_dynamicPhaseIndex = 0;
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scene04_dudeOnLadder = false;
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scene04_sceneClickX = 0;
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scene04_sceneClickY = 0;
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scene04_dudePosX = 0;
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scene04_dudePosY = 0;
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scene04_bottleIsTaken = false;
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scene04_kozyawkaOnLadder = false;
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scene04_walkingKozyawka = 0;
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scene04_bottleWeight = 0;
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scene04_var07 = false;
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scene04_ladderClickable = false;
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scene04_handIsDown = false;
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scene04_dudeInBottle = false;
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scene04_kozHeadRaised = false;
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scene04_bottleIsDropped = false;
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scene04_bigBallIn = false;
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scene04_bigBallCounter = 0;
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scene04_bigBallFromLeft = false;
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scene04_speakerVariant = 0;
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scene04_speakerPhase = 0;
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scene04_clockCanGo = false;
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scene04_objectIsTaken = false;
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scene04_springOffset = 0;
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scene04_lastKozyawka = 0;
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scene04_springDelay = 0;
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scene04_bottleY = 0;
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scene04_ladderOffset = 0;
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scene05_handle = 0;
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scene05_wacko = 0;
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scene05_bigHatch = 0;
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scene05_wackoTicker = 0;
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scene05_handleFlipper = 0;
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scene05_floatersTicker = 0;
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scene06_manX = 0;
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scene06_manY = 0;
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scene06_ballX = 0;
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scene06_ballY = 0;
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scene06_mumsy = 0;
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scene06_someBall = 0;
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scene06_invHandle = 0;
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scene06_liftButton = 0;
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scene06_ballDrop = 0;
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scene06_arcadeEnabled = false;
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scene06_aimingBall = false;
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scene06_currentBall = 0;
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scene06_ballInHands = 0;
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scene06_flyingBall = 0;
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scene06_numBallsGiven = 0;
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scene06_mumsyNumBalls = 0;
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scene06_eggieTimeout = 0;
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scene06_eggieDirection = true;
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scene06_mumsyGotBall = 0;
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scene06_ballDeltaX = 0;
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scene06_ballDeltaY = 0;
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scene06_sceneClickX = 0;
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scene06_sceneClickY = 0;
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scene06_mumsyPos = 0;
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scene06_mumsyJumpBk = 0;
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scene06_mumsyJumpFw = 0;
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scene06_mumsyJumpBkPercent = 0;
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scene06_mumsyJumpFwPercent = 0;
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scene07_lukeAnim = 0;
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scene07_lukePercent = 0;
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scene07_plusMinus = 0;
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scene08_batuta = 0;
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scene08_vmyats = 0;
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scene08_clock = 0;
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scene08_inAir = false;
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scene08_flyingUp = false;
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scene08_onBelly = false;
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scene08_stairsOffset = -37;
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scene08_snoringCountdown = -1;
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scene08_inArcade = false;
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scene08_stairsVisible = true;
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scene08_manOffsetY = 0;
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scene10_gum = 0;
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scene10_packet = 0;
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scene10_packet2 = 0;
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scene10_inflater = 0;
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scene10_ladder = 0;
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scene10_hasGum = 0;
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scene11_swingie = 0;
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scene11_boots = 0;
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scene11_dudeOnSwing = 0;
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scene11_hint = 0;
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scene11_arcadeIsOn = false;
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scene11_scrollIsEnabled = false;
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scene11_scrollIsMaximized = false;
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scene11_hintCounter = 0;
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scene11_swingieScreenEdge = 0;
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scene11_crySound = 0;
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scene11_swingAngle = 1.0;
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scene11_swingOldAngle = 1.0;
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scene11_swingSpeed = 1.0;
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scene11_swingAngleDiff = 1.0;
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scene11_swingInertia = 0.0;
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scene11_swingCounter = 0;
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scene11_swingCounterPrevTurn = 0;
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scene11_swingDirection = 0;
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scene11_swingDirectionPrevTurn = 0;
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scene11_swingIsSwinging = false;
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scene11_swingieStands = false;
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scene11_dudeX = 0;
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scene11_dudeY = 0;
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scene11_swingMaxAngle = 45;
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scene12_fly = 0;
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scene12_flyCountdown = 0;
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scene13_whirlgig = 0;
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scene13_guard = 0;
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scene13_handleR = 0;
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scene13_handleL = 0;
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scene13_bridge = 0;
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scene13_guardDirection = false;
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scene13_dudeX = 0;
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scene14_grandma = 0;
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scene14_var01 = 0;
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scene14_var02 = 0;
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scene14_var03 = 0;
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scene14_var04 = 0;
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scene14_var05 = 0;
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scene14_var06 = 0;
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scene14_var07 = 0;
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scene14_var08 = 0;
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scene14_pink = 0;
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scene14_var10 = 0;
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scene14_var11.clear();
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scene14_var12.clear();
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scene14_var13 = 0;
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scene15_chantingCountdown = 0;
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scene15_plusminus = 0;
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scene15_ladder = 0;
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scene15_boot = 0;
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scene24_jetIsOn = false;
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scene24_flowIsLow = false;
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scene24_waterIsOn = false;
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scene24_water = 0;
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scene24_jet = 0;
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scene24_drop = 0;
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selector = 0;
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}
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static int scenes[] = {
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SC_1, SC_2, SC_3, SC_4, SC_5, SC_6, SC_7, SC_8, SC_9, SC_10,
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SC_11, SC_12, SC_13, SC_14, SC_15, SC_16, SC_17, SC_18, SC_19, SC_20,
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SC_21, SC_22, SC_23, SC_24, SC_25, SC_26, SC_27, SC_28, SC_29, SC_30,
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SC_31, SC_32, SC_33, SC_34, SC_35, SC_36, SC_37, SC_38, SC_FINAL1, SC_DBGMENU
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};
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static int scenesD[] = {
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PIC_SCD_1, PIC_SCD_2, PIC_SCD_3, PIC_SCD_4, PIC_SCD_5, PIC_SCD_6, PIC_SCD_7, PIC_SCD_8, PIC_SCD_9, PIC_SCD_10,
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PIC_SCD_11, PIC_SCD_12, PIC_SCD_13, PIC_SCD_14, PIC_SCD_15, PIC_SCD_16, PIC_SCD_17, PIC_SCD_18, PIC_SCD_19, PIC_SCD_20,
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PIC_SCD_21, PIC_SCD_22, PIC_SCD_23, PIC_SCD_24, PIC_SCD_25, PIC_SCD_26, PIC_SCD_27, PIC_SCD_28, PIC_SCD_29, PIC_SCD_30,
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PIC_SCD_31, PIC_SCD_32, PIC_SCD_33, PIC_SCD_34, PIC_SCD_35, PIC_SCD_36, PIC_SCD_37, PIC_SCD_38, PIC_SCD_FIN, 0
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};
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int FullpipeEngine::convertScene(int scene) {
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if (!scene || scene >= SC_1)
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return scene;
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if (scene < 1 || scene > 40)
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return SC_1;
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return scenes[scene - 1];
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}
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int FullpipeEngine::getSceneEntrance(int scene) {
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for (int i = 0; i < 41; i++)
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if (scenes[i] == scene)
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return scenesD[i];
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return 0;
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}
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int FullpipeEngine::getSceneFromTag(int tag) {
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for (int i = 0; i < ARRAYSIZE(scenes); i++) {
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if (scenes[i] == tag)
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return i + 1;
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}
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return 1;
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}
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bool FullpipeEngine::sceneSwitcher(EntranceInfo *entrance) {
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GameVar *sceneVar;
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Common::Point sceneDim;
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Scene *scene = accessScene(entrance->_sceneId);
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if (!scene)
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return 0;
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((PictureObject *)scene->_picObjList.front())->getDimensions(&sceneDim);
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_sceneWidth = sceneDim.x;
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_sceneHeight = sceneDim.y;
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_sceneRect.top = 0;
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_sceneRect.left = 0;
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_sceneRect.right = 799;
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_sceneRect.bottom = 599;
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scene->_x = 0;
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scene->_y = 0;
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_aniMan->setOXY(0, 0);
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_aniMan->clearFlags();
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_aniMan->_callback1 = 0;
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_aniMan->_callback2 = 0;
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_aniMan->_shadowsOn = 1;
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_scrollSpeed = 8;
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_isSaveAllowed = true;
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_updateFlag = true;
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_flgCanOpenMap = true;
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if (entrance->_sceneId == SC_DBGMENU) {
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_inventoryScene = 0;
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} else {
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_gameLoader->loadScene(SC_INV);
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getGameLoaderInventory()->rebuildItemRects();
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_inventoryScene = getGameLoaderInventory()->getScene();
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}
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if (_soundEnabled) {
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if (scene->_soundList) {
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_currSoundListCount = 2;
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_currSoundList1[0] = accessScene(SC_COMMON)->_soundList;
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_currSoundList1[1] = scene->_soundList;
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for (int i = 0; i < scene->_soundList->getCount(); i++) {
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scene->_soundList->getSoundByIndex(i)->updateVolume();
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}
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} else {
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_currSoundListCount = 1;
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_currSoundList1[0] = accessScene(SC_COMMON)->_soundList;
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}
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}
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getGameLoaderInteractionController()->sortInteractions(scene->_sceneId);
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_currentScene = scene;
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scene->addStaticANIObject(_aniMan, 1);
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_scene2 = scene;
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_aniMan->_movement = 0;
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_aniMan->_statics = _aniMan->getStaticsById(ST_MAN_EMPTY);
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_aniMan->setOXY(0, 0);
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_aniMan2 = _aniMan;
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MctlCompound *cmp = getSc2MctlCompoundBySceneId(entrance->_sceneId);
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cmp->initMovGraph2();
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cmp->addObject(_aniMan);
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cmp->setEnabled();
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getGameLoaderInteractionController()->enableFlag24();
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setInputDisabled(0);
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scene->setPictureObjectsFlag4();
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for (PtrList::iterator s = scene->_staticANIObjectList1.begin(); s != scene->_staticANIObjectList1.end(); ++s) {
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StaticANIObject *o = (StaticANIObject *)*s;
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o->setFlags(o->_flags & 0xFE7F);
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}
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PictureObject *p = accessScene(SC_INV)->getPictureObjectById(PIC_INV_MENU, 0);
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p->setFlags(p->_flags & 0xFFFB);
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removeMessageHandler(2, -1);
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_updateScreenCallback = 0;
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switch (entrance->_sceneId) {
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case SC_INTRO1:
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sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_INTRO1");
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scene->preloadMovements(sceneVar);
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sceneIntro_initScene(scene);
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_behaviorManager->initBehavior(scene, sceneVar);
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scene->initObjectCursors("SC_INTRO1");
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setSceneMusicParameters(sceneVar);
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addMessageHandler(sceneHandlerIntro, 2);
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_updateCursorCallback = sceneIntro_updateCursor;
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break;
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case SC_1:
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scene01_fixEntrance();
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sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_1");
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scene->preloadMovements(sceneVar);
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scene01_initScene(scene, entrance->_field_4);
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_behaviorManager->initBehavior(scene, sceneVar);
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scene->initObjectCursors("SC_1");
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setSceneMusicParameters(sceneVar);
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addMessageHandler(sceneHandler01, 2);
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_updateCursorCallback = defaultUpdateCursor;
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break;
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case SC_2:
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sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_2");
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scene->preloadMovements(sceneVar);
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scene02_initScene(scene);
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_behaviorManager->initBehavior(scene, sceneVar);
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scene->initObjectCursors("SC_2");
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setSceneMusicParameters(sceneVar);
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addMessageHandler(sceneHandler02, 2);
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_updateCursorCallback = defaultUpdateCursor;
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break;
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case SC_3:
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sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_3");
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scene->preloadMovements(sceneVar);
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scene03_initScene(scene);
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_behaviorManager->initBehavior(scene, sceneVar);
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scene->initObjectCursors("SC_3");
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setSceneMusicParameters(sceneVar);
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addMessageHandler(sceneHandler03, 2);
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scene03_setEaterState();
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_updateCursorCallback = scene03_updateCursor;
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break;
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case SC_4:
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sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_4");
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scene->preloadMovements(sceneVar);
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scene04_initScene(scene);
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_behaviorManager->initBehavior(scene, sceneVar);
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scene->initObjectCursors("SC_4");
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setSceneMusicParameters(sceneVar);
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insertMessageHandler(sceneHandler04, 2, 2);
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_updateCursorCallback = scene04_updateCursor;
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break;
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case SC_5:
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sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_5");
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scene->preloadMovements(sceneVar);
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scene05_initScene(scene);
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_behaviorManager->initBehavior(scene, sceneVar);
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scene->initObjectCursors("SC_5");
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setSceneMusicParameters(sceneVar);
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insertMessageHandler(sceneHandler05, 2, 2);
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_updateCursorCallback = defaultUpdateCursor;
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break;
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case SC_6:
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sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_6");
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scene->preloadMovements(sceneVar);
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scene06_initScene(scene);
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_behaviorManager->initBehavior(scene, sceneVar);
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scene->initObjectCursors("SC_6");
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setSceneMusicParameters(sceneVar);
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scene06_initMumsy();
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insertMessageHandler(sceneHandler06, 2, 2);
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_updateCursorCallback = scene06_updateCursor;
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break;
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case SC_7:
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sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_7");
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scene->preloadMovements(sceneVar);
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scene07_initScene(scene);
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_behaviorManager->initBehavior(scene, sceneVar);
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scene->initObjectCursors("SC_7");
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setSceneMusicParameters(sceneVar);
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addMessageHandler(sceneHandler07, 2);
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_updateCursorCallback = defaultUpdateCursor;
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break;
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case SC_8:
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sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_8");
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scene->preloadMovements(sceneVar);
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scene08_initScene(scene);
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_behaviorManager->initBehavior(scene, sceneVar);
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scene->initObjectCursors("SC_8");
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setSceneMusicParameters(sceneVar);
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scene08_setupMusic();
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addMessageHandler(sceneHandler08, 2);
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_updateCursorCallback = scene08_updateCursor;
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break;
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#if 0
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case SC_9:
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sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_9");
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scene->preloadMovements(sceneVar);
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scene09_initScene(scene);
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_behaviorManager->initBehavior(scene, sceneVar);
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scene->initObjectCursors("SC_9");
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setSceneMusicParameters(sceneVar);
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insertMessageHandler(sceneHandler09, 2, 2);
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_updateCursorCallback = scene09_updateCursor;
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break;
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#endif
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case SC_10:
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sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_10");
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scene->preloadMovements(sceneVar);
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scene10_initScene(scene);
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_behaviorManager->initBehavior(scene, sceneVar);
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scene->initObjectCursors("SC_10");
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setSceneMusicParameters(sceneVar);
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insertMessageHandler(sceneHandler10, 2, 2);
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_updateCursorCallback = scene10_updateCursor;
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break;
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case SC_11:
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sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_11");
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scene->preloadMovements(sceneVar);
|
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scene11_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_11");
|
|
setSceneMusicParameters(sceneVar);
|
|
insertMessageHandler(sceneHandler11, 2, 2);
|
|
scene11_setupMusic();
|
|
_updateCursorCallback = scene11_updateCursor;
|
|
break;
|
|
|
|
case SC_12:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_12");
|
|
scene->preloadMovements(sceneVar);
|
|
scene12_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_12");
|
|
setSceneMusicParameters(sceneVar);
|
|
addMessageHandler(sceneHandler12, 2);
|
|
_updateCursorCallback = defaultUpdateCursor;
|
|
break;
|
|
|
|
case SC_13:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_13");
|
|
scene->preloadMovements(sceneVar);
|
|
scene13_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_13");
|
|
setSceneMusicParameters(sceneVar);
|
|
insertMessageHandler(sceneHandler13, 2, 2);
|
|
_updateCursorCallback = defaultUpdateCursor;
|
|
break;
|
|
|
|
#if 0
|
|
case SC_14:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_14");
|
|
scene->preloadMovements(sceneVar);
|
|
scene14_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_14");
|
|
setSceneMusicParameters(sceneVar);
|
|
insertMessageHandler(sceneHandler14, 2, 2);
|
|
scene14_sub_41D2B0();
|
|
_updateCursorCallback = scene14_updateCursor;
|
|
break;
|
|
#endif
|
|
|
|
case SC_15:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_15");
|
|
scene->preloadMovements(sceneVar);
|
|
scene15_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_15");
|
|
setSceneMusicParameters(sceneVar);
|
|
insertMessageHandler(sceneHandler15, 2, 2);
|
|
_updateCursorCallback = scene15_updateCursor;
|
|
break;
|
|
|
|
#if 0
|
|
case SC_16:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_16");
|
|
scene->preloadMovements(sceneVar);
|
|
scene16_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_16");
|
|
setSceneMusicParameters(sceneVar);
|
|
addMessageHandler(sceneHandler16, 2);
|
|
_updateCursorCallback = scene16_updateCursor;
|
|
break;
|
|
|
|
case SC_17:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_17");
|
|
scene->preloadMovements(sceneVar);
|
|
scene17_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_17");
|
|
setSceneMusicParameters(sceneVar);
|
|
addMessageHandler(sceneHandler17, 2);
|
|
scene17_sub_41F060();
|
|
_updateCursorCallback = scene17_updateCursor;
|
|
break;
|
|
|
|
case SC_18:
|
|
sub_40E1B0();
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_18");
|
|
scene->preloadMovements(sceneVar);
|
|
sub_4062D0();
|
|
if (dword_476C38)
|
|
scene18_initScene1(scene);
|
|
else
|
|
scene18_initScene2(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_18");
|
|
setSceneMusicParameters(sceneVar);
|
|
insertMessageHandler(sceneHandler18, 2, 2);
|
|
_updateCursorCallback = scene18_updateCursor;
|
|
break;
|
|
|
|
case SC_19:
|
|
if (!g_scene3) {
|
|
g_scene3 = accessScene(SC_18);
|
|
getGameLoader()->loadScene(SC_18);
|
|
scene18_initScene2(g_scene3);
|
|
sub_40C5F0();
|
|
scene19_sub_420B10(g_scene3, entrance->field_4);
|
|
dword_476C38 = 1;
|
|
}
|
|
sub_40C650();
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_19");
|
|
scene->preloadMovements(sceneVar);
|
|
sub_4062D0();
|
|
if (dword_476C38)
|
|
scene18_initScene1(scene);
|
|
else
|
|
scene19_initScene2();
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_19");
|
|
setSceneMusicParameters(sceneVar);
|
|
addMessageHandler(sceneHandler19, 2);
|
|
scene19_sub_4211D0(scene);
|
|
_updateCursorCallback = scene19_updateCursor;
|
|
break;
|
|
|
|
case SC_20:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_20");
|
|
scene->preloadMovements(sceneVar);
|
|
scene20_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_20");
|
|
setSceneMusicParameters(sceneVar);
|
|
addMessageHandler(sceneHandler20, 2);
|
|
_updateCursorCallback = defaultUpdateCursor;
|
|
break;
|
|
|
|
case SC_21:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_21");
|
|
scene->preloadMovements(sceneVar);
|
|
scene21_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_21");
|
|
setSceneMusicParameters(sceneVar);
|
|
insertMessageHandler(sceneHandler21, 2, 2);
|
|
_updateCursorCallback = scene21_updateCursor;
|
|
break;
|
|
|
|
case SC_22:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_22");
|
|
scene->preloadMovements(sceneVar);
|
|
scene22_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_22");
|
|
setSceneMusicParameters(sceneVar);
|
|
scene22_sub_4228A0();
|
|
insertMessageHandler(sceneHandler22, 2, 2);
|
|
_updateCursorCallback = scene22_updateCursor;
|
|
break;
|
|
|
|
case SC_23:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_23");
|
|
scene->preloadMovements(sceneVar);
|
|
scene23_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_23");
|
|
setSceneMusicParameters(sceneVar);
|
|
insertMessageHandler(sceneHandler23, 2, 2);
|
|
scene23_sub_423B00();
|
|
_updateCursorCallback = scene23_updateCursor;
|
|
break;
|
|
#endif
|
|
|
|
case SC_24:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_24");
|
|
scene->preloadMovements(sceneVar);
|
|
scene24_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_24");
|
|
setSceneMusicParameters(sceneVar);
|
|
addMessageHandler(sceneHandler24, 2);
|
|
scene24_setPoolState();
|
|
_updateCursorCallback = defaultUpdateCursor;
|
|
break;
|
|
|
|
#if 0
|
|
case SC_25:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_25");
|
|
scene->preloadMovements(sceneVar);
|
|
scene25_initScene(scene, entrance->field_4);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_25");
|
|
setSceneMusicParameters(sceneVar);
|
|
addMessageHandler(sceneHandler25, 2);
|
|
scene25_sub_4253B0(scene, entrance->field_4);
|
|
_updateCursorCallback = scene25_updateCursor;
|
|
break;
|
|
|
|
case SC_26:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_26");
|
|
scene->preloadMovements(sceneVar);
|
|
scene26_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_26");
|
|
setSceneMusicParameters(sceneVar);
|
|
insertMessageHandler(sceneHandler26, 2, 2);
|
|
scene26_sub_426140(scene);
|
|
_updateCursorCallback = scene26_updateCursor;
|
|
break;
|
|
|
|
case SC_27:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_27");
|
|
scene->preloadMovements(sceneVar);
|
|
scene27_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_27");
|
|
setSceneMusicParameters(sceneVar);
|
|
addMessageHandler(sceneHandler27, 2);
|
|
_updateCursorCallback = scene27_updateCursor;
|
|
break;
|
|
|
|
case SC_28:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_28");
|
|
scene->preloadMovements(sceneVar);
|
|
scene28_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_28");
|
|
setSceneMusicParameters(sceneVar);
|
|
insertMessageHandler(sceneHandler28, 2, 2);
|
|
_updateCursorCallback = scene28_updateCursor;
|
|
break;
|
|
|
|
case SC_29:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_29");
|
|
scene->preloadMovements(sceneVar);
|
|
scene29_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_29");
|
|
setSceneMusicParameters(sceneVar);
|
|
addMessageHandler(sceneHandler29, 2);
|
|
_updateCursorCallback = scene29_updateCursor;
|
|
break;
|
|
|
|
case SC_30:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_30");
|
|
scene->preloadMovements(sceneVar);
|
|
scene30_initScene(scene, entrance->field_4);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_30");
|
|
setSceneMusicParameters(sceneVar);
|
|
addMessageHandler(sceneHandler30, 2);
|
|
_updateCursorCallback = scene30_updateCursor;
|
|
break;
|
|
|
|
case SC_31:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_31");
|
|
scene->preloadMovements(sceneVar);
|
|
scene31_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_31");
|
|
setSceneMusicParameters(sceneVar);
|
|
addMessageHandler(sceneHandler31, 2);
|
|
_updateCursorCallback = defaultUpdateCursor;
|
|
break;
|
|
|
|
case SC_32:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_32");
|
|
scene->preloadMovements(sceneVar);
|
|
scene32_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_32");
|
|
setSceneMusicParameters(sceneVar);
|
|
insertMessageHandler(sceneHandler32, 2, 2);
|
|
scene32_sub_42C5C0();
|
|
_updateCursorCallback = scene32_updateCursor;
|
|
break;
|
|
|
|
case SC_33:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_33");
|
|
scene->preloadMovements(sceneVar);
|
|
scene33_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_33");
|
|
setSceneMusicParameters(sceneVar);
|
|
insertMessageHandler(sceneHandler33, 2, 2);
|
|
scene33_sub_42CEF0();
|
|
_updateCursorCallback = scene33_updateCursor;
|
|
break;
|
|
|
|
case SC_34:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_34");
|
|
scene->preloadMovements(sceneVar);
|
|
scene34_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_34");
|
|
setSceneMusicParameters(sceneVar);
|
|
insertMessageHandler(sceneHandler34, 2, 2);
|
|
scene34_sub_42DEE0();
|
|
_updateCursorCallback = scene34_updateCursor;
|
|
break;
|
|
|
|
case SC_35:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_35");
|
|
scene->preloadMovements(sceneVar);
|
|
scene35_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_35");
|
|
setSceneMusicParameters(sceneVar);
|
|
insertMessageHandler(sceneHandler35, 2, 2);
|
|
_updateCursorCallback = defaultUpdateCursor;
|
|
break;
|
|
|
|
case SC_36:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_36");
|
|
scene->preloadMovements(sceneVar);
|
|
scene36_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_36");
|
|
setSceneMusicParameters(sceneVar);
|
|
addMessageHandler(sceneHandler36, 2);
|
|
_updateCursorCallback = scene36_updateCursor;
|
|
break;
|
|
|
|
case SC_37:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_37");
|
|
scene->preloadMovements(sceneVar);
|
|
scene37_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_37");
|
|
setSceneMusicParameters(sceneVar);
|
|
insertMessageHandler(sceneHandler37, 2, 2);
|
|
_updateCursorCallback = scene37_updateCursor;
|
|
break;
|
|
|
|
case SC_38:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_38");
|
|
scene->preloadMovements(sceneVar);
|
|
scene38_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_38");
|
|
setSceneMusicParameters(sceneVar);
|
|
addMessageHandler(sceneHandler38, 2);
|
|
_updateCursorCallback = defaultUpdateCursor;
|
|
break;
|
|
|
|
case SC_FINAL1:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_FINAL1");
|
|
scene->preloadMovements(sceneVar);
|
|
sceneFinal1_initScene();
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_FINAL1");
|
|
setSceneMusicParameters(sceneVar);
|
|
addMessageHandler(sceneHandlerFinal1, 2);
|
|
_updateCursorCallback = sceneFinal1_updateCursor;
|
|
break;
|
|
#endif
|
|
|
|
case SC_DBGMENU:
|
|
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_DBGMENU");
|
|
scene->preloadMovements(sceneVar);
|
|
sceneDbgMenu_initScene(scene);
|
|
_behaviorManager->initBehavior(scene, sceneVar);
|
|
scene->initObjectCursors("SC_DBGMENU");
|
|
addMessageHandler(sceneHandlerDbgMenu, 2);
|
|
break;
|
|
|
|
default:
|
|
error("Unknown scene %d", entrance->_sceneId);
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
int defaultUpdateCursor() {
|
|
g_fp->updateCursorCommon();
|
|
|
|
return g_fp->_cursorId;
|
|
}
|
|
|
|
void FullpipeEngine::processArcade(ExCommand *ex) {
|
|
warning("STUB: FullpipeEngine::processArcade()");
|
|
}
|
|
|
|
|
|
|
|
} // End of namespace Fullpipe
|