scummvm/engines/fullpipe/scenes/sceneFinal.cpp

186 lines
4.4 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"
#include "fullpipe/modal.h"
#include "audio/mixer.h"
namespace Fullpipe {
void sceneFinal_initScene() {
g_fp->_gameLoader->loadScene(SC_FINAL2);
g_fp->accessScene(SC_FINAL2)->setPictureObjectsFlag4();
g_fp->_gameLoader->loadScene(SC_FINAL3);
g_fp->accessScene(SC_FINAL3)->setPictureObjectsFlag4();
g_fp->_gameLoader->loadScene(SC_FINAL4);
g_fp->accessScene(SC_FINAL4)->setPictureObjectsFlag4();
getGameLoaderInventory()->setIsLocked(0);
getGameLoaderInventory()->slideIn();
g_fp->_updateFlag = 0;
g_fp->_flgCanOpenMap = 0;
g_vars->sceneFinal_var01 = 0;
g_vars->sceneFinal_var02 = 0;
g_vars->sceneFinal_var03 = 0;
g_vars->sceneFinal_trackHasStarted = false;
}
int sceneFinal_updateCursor() {
if (g_vars->sceneFinal_var01)
g_fp->_cursorId = 0;
else
g_fp->updateCursorCommon();
return g_fp->_cursorId;
}
void sceneHandlerFinal_endFinal() {
g_vars->sceneFinal_var01 = 0;
}
void sceneHandlerFinal_startMusic(const char *track) {
g_fp->startSoundStream1(track);
g_vars->sceneFinal_trackHasStarted = true;
}
void sceneHandlerFinal_goto4() {
g_fp->_currentScene = g_fp->accessScene(SC_FINAL4);
g_fp->_gameLoader->loadScene(SC_FINAL4);
chainQueue(QU_FN4_DOFINAL, 1);
}
void sceneHandlerFinal_goto3() {
g_fp->_currentScene = g_fp->accessScene(SC_FINAL3);
chainQueue(QU_FN3_DOFINAL, 1);
}
void sceneHandlerFinal_goto2() {
g_fp->_currentScene = g_fp->accessScene(SC_FINAL2);
chainQueue(QU_FN2_DOFINAL, 1);
}
void sceneHandlerFinal_startFinal() {
g_vars->sceneFinal_var01 = 1;
getCurrSceneSc2MotionController()->deactivate();
getGameLoaderInteractionController()->disableFlag24();
g_fp->_aniMan2 = 0;
g_fp->_aniMan->_flags &= 0xFFFB;
chainQueue(QU_FIN1_TAKECOIN, 1);
g_fp->playTrack(g_fp->getGameLoaderGameVar()->getSubVarByName("SC_FINAL1"), "MUSIC2", 1);
g_fp->_modalObject = new ModalFinal;
}
void sceneHandlerFinal_fallCoin() {
StaticANIObject *coin = g_fp->_currentScene->getStaticANIObject1ById(ANI_FIN_COIN, -1);
if (!coin->_movement) {
if (!coin->_statics || coin->_statics->_staticsId != ST_FCN_NORM)
chainQueue(QU_FIN1_FALLCOIN, 1);
}
}
void updateMusic() {
if (g_vars->sceneFinal_trackHasStarted && !g_fp->_mixer->isSoundHandleActive(g_fp->_soundStream1)) { // loop music
sceneHandlerFinal_startMusic("track16.ogg");
}
}
int sceneHandlerFinal(ExCommand *cmd) {
if (cmd->_messageKind != 17)
return 0;
switch (cmd->_messageNum) {
case MSG_FIN_ENDFINAL:
sceneHandlerFinal_endFinal();
break;
case MSG_FN4_STARTMUSIC:
sceneHandlerFinal_startMusic("track16.ogg");
break;
case MSG_FIN_GOTO4:
sceneHandlerFinal_goto4();
g_fp->playTrack(g_fp->getGameLoaderGameVar()->getSubVarByName("SC_FINAL1"), "MUSIC3", 1);
break;
case MSG_FIN_GOTO3:
sceneHandlerFinal_goto3();
break;
case MSG_FIN_GOTO2:
sceneHandlerFinal_goto2();
break;
case MSG_FIN_STARTFINAL:
sceneHandlerFinal_startFinal();
break;
case 33:
if (g_fp->_aniMan2) {
g_vars->sceneFinal_var03 = g_fp->_aniMan2->_ox;
if (g_vars->sceneFinal_var03 < 450 && g_vars->sceneFinal_var02 >= 450 )
sceneHandlerFinal_fallCoin();
g_vars->sceneFinal_var02 = g_vars->sceneFinal_var03;
}
g_fp->_behaviorManager->updateBehaviors();
g_fp->startSceneTrack();
break;
}
updateMusic();
return 0;
}
} // End of namespace Fullpipe