scummvm/engines/fullpipe/scenes.cpp
2013-12-30 23:25:53 +02:00

869 lines
25 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/utils.h"
#include "fullpipe/objects.h"
#include "fullpipe/statics.h"
#include "fullpipe/gameloader.h"
#include "fullpipe/motion.h"
#include "fullpipe/input.h"
#include "fullpipe/behavior.h"
#include "fullpipe/constants.h"
#include "fullpipe/scenes.h"
#include "fullpipe/interaction.h"
namespace Fullpipe {
Vars::Vars() {
sceneIntro_aniin1man = 0;
sceneIntro_needSleep = true;
sceneIntro_needGetup = false;
sceneIntro_skipIntro = true;
sceneIntro_playing = false;
sceneIntro_needBlackout = false;
swallowedEgg1 = 0;
swallowedEgg2 = 0;
swallowedEgg3 = 0;
scene01_picSc01Osk = 0;
scene01_picSc01Osk2 = 0;
scene02_guvTheDrawer = 0;
scene02_boxDelay = 0;
scene02_boxOpen = false;
scene03_eggeater = 0;
scene03_domino = 0;
scene04_bottle = 0;
scene04_hand = 0;
scene04_plank = 0;
scene04_clock = 0;
scene04_hand = 0;
scene04_spring = 0;
scene04_mamasha = 0;
scene04_boot = 0;
scene04_speaker = 0;
scene04_ladder = 0;
scene04_coinPut = false;
scene04_soundPlaying = false;
scene04_dynamicPhaseIndex = 0;
scene04_dudeOnLadder = false;
scene04_sceneClickX = 0;
scene04_sceneClickY = 0;
scene04_dudePosX = 0;
scene04_dudePosY = 0;
scene04_bottleIsTaken = false;
scene04_kozyawkaOnLadder = false;
scene04_walkingKozyawka = 0;
scene04_bottleWeight = 0;
scene04_var07 = false;
scene04_ladderClickable = false;
scene04_handIsDown = false;
scene04_dudeInBottle = false;
scene04_kozHeadRaised = false;
scene04_bottleIsDropped = false;
scene04_bigBallIn = false;
scene04_bigBallCounter = 0;
scene04_bigBallFromLeft = false;
scene04_speakerVariant = 0;
scene04_speakerPhase = 0;
scene04_clockCanGo = false;
scene04_objectIsTaken = false;
scene04_springOffset = 0;
scene04_lastKozyawka = 0;
scene04_springDelay = 0;
scene04_bottleY = 0;
scene04_ladderOffset = 0;
scene05_handle = 0;
scene05_wacko = 0;
scene05_bigHatch = 0;
scene05_wackoTicker = 0;
scene05_handleFlipper = 0;
scene05_floatersTicker = 0;
scene06_manX = 0;
scene06_manY = 0;
scene06_ballX = 0;
scene06_ballY = 0;
scene06_mumsy = 0;
scene06_someBall = 0;
scene06_invHandle = 0;
scene06_liftButton = 0;
scene06_ballDrop = 0;
scene06_arcadeEnabled = false;
scene06_aimingBall = false;
scene06_currentBall = 0;
scene06_ballInHands = 0;
scene06_flyingBall = 0;
scene06_numBallsGiven = 0;
scene06_mumsyNumBalls = 0;
scene06_eggieTimeout = 0;
scene06_eggieDirection = true;
scene06_mumsyGotBall = 0;
scene06_ballDeltaX = 0;
scene06_ballDeltaY = 0;
scene06_sceneClickX = 0;
scene06_sceneClickY = 0;
scene06_mumsyPos = 0;
scene06_mumsyJumpBk = 0;
scene06_mumsyJumpFw = 0;
scene06_mumsyJumpBkPercent = 0;
scene06_mumsyJumpFwPercent = 0;
scene07_lukeAnim = 0;
scene07_lukePercent = 0;
scene07_plusMinus = 0;
scene08_batuta = 0;
scene08_vmyats = 0;
scene08_clock = 0;
scene08_inAir = false;
scene08_flyingUp = false;
scene08_onBelly = false;
scene08_stairsOffset = -37;
scene08_snoringCountdown = -1;
scene08_inArcade = false;
scene08_stairsVisible = true;
scene08_manOffsetY = 0;
scene10_gum = 0;
scene10_packet = 0;
scene10_packet2 = 0;
scene10_inflater = 0;
scene10_ladder = 0;
scene10_hasGum = 0;
scene11_swingie = 0;
scene11_boots = 0;
scene11_dudeOnSwing = 0;
scene11_hint = 0;
scene11_arcadeIsOn = false;
scene11_scrollIsEnabled = false;
scene11_scrollIsMaximized = false;
scene11_hintCounter = 0;
scene11_swingieScreenEdge = 0;
scene11_crySound = 0;
scene11_swingAngle = 1.0;
scene11_swingOldAngle = 1.0;
scene11_swingSpeed = 1.0;
scene11_swingAngleDiff = 1.0;
scene11_swingInertia = 0.0;
scene11_swingCounter = 0;
scene11_swingCounterPrevTurn = 0;
scene11_swingDirection = 0;
scene11_swingDirectionPrevTurn = 0;
scene11_swingIsSwinging = false;
scene11_swingieStands = false;
scene11_dudeX = 0;
scene11_dudeY = 0;
scene11_swingMaxAngle = 45;
scene12_fly = 0;
scene12_flyCountdown = 0;
scene13_whirlgig = 0;
scene13_guard = 0;
scene13_handleR = 0;
scene13_handleL = 0;
scene13_bridge = 0;
scene13_guardDirection = false;
scene13_dudeX = 0;
scene14_grandma = 0;
scene14_var01 = 0;
scene14_var02 = 0;
scene14_var03 = 0;
scene14_var04 = 0;
scene14_var05 = 0;
scene14_var06 = 0;
scene14_var07 = 0;
scene14_var08 = 0;
scene14_pink = 0;
scene14_var10 = 0;
scene14_var11.clear();
scene14_var12.clear();
scene14_var13 = 0;
scene15_chantingCountdown = 0;
scene15_plusminus = 0;
scene15_ladder = 0;
scene15_boot = 0;
scene24_jetIsOn = false;
scene24_flowIsLow = false;
scene24_waterIsOn = false;
scene24_water = 0;
scene24_jet = 0;
scene24_drop = 0;
selector = 0;
}
static int scenes[] = {
SC_1, SC_2, SC_3, SC_4, SC_5, SC_6, SC_7, SC_8, SC_9, SC_10,
SC_11, SC_12, SC_13, SC_14, SC_15, SC_16, SC_17, SC_18, SC_19, SC_20,
SC_21, SC_22, SC_23, SC_24, SC_25, SC_26, SC_27, SC_28, SC_29, SC_30,
SC_31, SC_32, SC_33, SC_34, SC_35, SC_36, SC_37, SC_38, SC_FINAL1, SC_DBGMENU
};
static int scenesD[] = {
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,
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,
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,
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
};
int FullpipeEngine::convertScene(int scene) {
if (!scene || scene >= SC_1)
return scene;
if (scene < 1 || scene > 40)
return SC_1;
return scenes[scene - 1];
}
int FullpipeEngine::getSceneEntrance(int scene) {
for (int i = 0; i < 41; i++)
if (scenes[i] == scene)
return scenesD[i];
return 0;
}
int FullpipeEngine::getSceneFromTag(int tag) {
for (int i = 0; i < ARRAYSIZE(scenes); i++) {
if (scenes[i] == tag)
return i + 1;
}
return 1;
}
bool FullpipeEngine::sceneSwitcher(EntranceInfo *entrance) {
GameVar *sceneVar;
Common::Point sceneDim;
Scene *scene = accessScene(entrance->_sceneId);
if (!scene)
return 0;
((PictureObject *)scene->_picObjList.front())->getDimensions(&sceneDim);
_sceneWidth = sceneDim.x;
_sceneHeight = sceneDim.y;
_sceneRect.top = 0;
_sceneRect.left = 0;
_sceneRect.right = 799;
_sceneRect.bottom = 599;
scene->_x = 0;
scene->_y = 0;
_aniMan->setOXY(0, 0);
_aniMan->clearFlags();
_aniMan->_callback1 = 0;
_aniMan->_callback2 = 0;
_aniMan->_shadowsOn = 1;
_scrollSpeed = 8;
_isSaveAllowed = true;
_updateFlag = true;
_flgCanOpenMap = true;
if (entrance->_sceneId == SC_DBGMENU) {
_inventoryScene = 0;
} else {
_gameLoader->loadScene(SC_INV);
getGameLoaderInventory()->rebuildItemRects();
_inventoryScene = getGameLoaderInventory()->getScene();
}
if (_soundEnabled) {
if (scene->_soundList) {
_currSoundListCount = 2;
_currSoundList1[0] = accessScene(SC_COMMON)->_soundList;
_currSoundList1[1] = scene->_soundList;
for (int i = 0; i < scene->_soundList->getCount(); i++) {
scene->_soundList->getSoundByIndex(i)->updateVolume();
}
} else {
_currSoundListCount = 1;
_currSoundList1[0] = accessScene(SC_COMMON)->_soundList;
}
}
getGameLoaderInteractionController()->sortInteractions(scene->_sceneId);
_currentScene = scene;
scene->addStaticANIObject(_aniMan, 1);
_scene2 = scene;
_aniMan->_movement = 0;
_aniMan->_statics = _aniMan->getStaticsById(ST_MAN_EMPTY);
_aniMan->setOXY(0, 0);
_aniMan2 = _aniMan;
MctlCompound *cmp = getSc2MctlCompoundBySceneId(entrance->_sceneId);
cmp->initMovGraph2();
cmp->addObject(_aniMan);
cmp->setEnabled();
getGameLoaderInteractionController()->enableFlag24();
setInputDisabled(0);
scene->setPictureObjectsFlag4();
for (PtrList::iterator s = scene->_staticANIObjectList1.begin(); s != scene->_staticANIObjectList1.end(); ++s) {
StaticANIObject *o = (StaticANIObject *)*s;
o->setFlags(o->_flags & 0xFE7F);
}
PictureObject *p = accessScene(SC_INV)->getPictureObjectById(PIC_INV_MENU, 0);
p->setFlags(p->_flags & 0xFFFB);
removeMessageHandler(2, -1);
_updateScreenCallback = 0;
switch (entrance->_sceneId) {
case SC_INTRO1:
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_INTRO1");
scene->preloadMovements(sceneVar);
sceneIntro_initScene(scene);
_behaviorManager->initBehavior(scene, sceneVar);
scene->initObjectCursors("SC_INTRO1");
setSceneMusicParameters(sceneVar);
addMessageHandler(sceneHandlerIntro, 2);
_updateCursorCallback = sceneIntro_updateCursor;
break;
case SC_1:
scene01_fixEntrance();
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_1");
scene->preloadMovements(sceneVar);
scene01_initScene(scene, entrance->_field_4);
_behaviorManager->initBehavior(scene, sceneVar);
scene->initObjectCursors("SC_1");
setSceneMusicParameters(sceneVar);
addMessageHandler(sceneHandler01, 2);
_updateCursorCallback = defaultUpdateCursor;
break;
case SC_2:
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_2");
scene->preloadMovements(sceneVar);
scene02_initScene(scene);
_behaviorManager->initBehavior(scene, sceneVar);
scene->initObjectCursors("SC_2");
setSceneMusicParameters(sceneVar);
addMessageHandler(sceneHandler02, 2);
_updateCursorCallback = defaultUpdateCursor;
break;
case SC_3:
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_3");
scene->preloadMovements(sceneVar);
scene03_initScene(scene);
_behaviorManager->initBehavior(scene, sceneVar);
scene->initObjectCursors("SC_3");
setSceneMusicParameters(sceneVar);
addMessageHandler(sceneHandler03, 2);
scene03_setEaterState();
_updateCursorCallback = scene03_updateCursor;
break;
case SC_4:
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_4");
scene->preloadMovements(sceneVar);
scene04_initScene(scene);
_behaviorManager->initBehavior(scene, sceneVar);
scene->initObjectCursors("SC_4");
setSceneMusicParameters(sceneVar);
insertMessageHandler(sceneHandler04, 2, 2);
_updateCursorCallback = scene04_updateCursor;
break;
case SC_5:
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_5");
scene->preloadMovements(sceneVar);
scene05_initScene(scene);
_behaviorManager->initBehavior(scene, sceneVar);
scene->initObjectCursors("SC_5");
setSceneMusicParameters(sceneVar);
insertMessageHandler(sceneHandler05, 2, 2);
_updateCursorCallback = defaultUpdateCursor;
break;
case SC_6:
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_6");
scene->preloadMovements(sceneVar);
scene06_initScene(scene);
_behaviorManager->initBehavior(scene, sceneVar);
scene->initObjectCursors("SC_6");
setSceneMusicParameters(sceneVar);
scene06_initMumsy();
insertMessageHandler(sceneHandler06, 2, 2);
_updateCursorCallback = scene06_updateCursor;
break;
case SC_7:
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_7");
scene->preloadMovements(sceneVar);
scene07_initScene(scene);
_behaviorManager->initBehavior(scene, sceneVar);
scene->initObjectCursors("SC_7");
setSceneMusicParameters(sceneVar);
addMessageHandler(sceneHandler07, 2);
_updateCursorCallback = defaultUpdateCursor;
break;
case SC_8:
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_8");
scene->preloadMovements(sceneVar);
scene08_initScene(scene);
_behaviorManager->initBehavior(scene, sceneVar);
scene->initObjectCursors("SC_8");
setSceneMusicParameters(sceneVar);
scene08_setupMusic();
addMessageHandler(sceneHandler08, 2);
_updateCursorCallback = scene08_updateCursor;
break;
#if 0
case SC_9:
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_9");
scene->preloadMovements(sceneVar);
scene09_initScene(scene);
_behaviorManager->initBehavior(scene, sceneVar);
scene->initObjectCursors("SC_9");
setSceneMusicParameters(sceneVar);
insertMessageHandler(sceneHandler09, 2, 2);
_updateCursorCallback = scene09_updateCursor;
break;
#endif
case SC_10:
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_10");
scene->preloadMovements(sceneVar);
scene10_initScene(scene);
_behaviorManager->initBehavior(scene, sceneVar);
scene->initObjectCursors("SC_10");
setSceneMusicParameters(sceneVar);
insertMessageHandler(sceneHandler10, 2, 2);
_updateCursorCallback = scene10_updateCursor;
break;
case SC_11:
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_11");
scene->preloadMovements(sceneVar);
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