mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-18 23:57:32 +00:00
186 lines
4.4 KiB
C++
186 lines
4.4 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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*
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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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*
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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/objectnames.h"
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#include "fullpipe/constants.h"
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#include "fullpipe/gameloader.h"
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#include "fullpipe/motion.h"
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#include "fullpipe/scenes.h"
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#include "fullpipe/statics.h"
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#include "fullpipe/interaction.h"
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#include "fullpipe/behavior.h"
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#include "fullpipe/modal.h"
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#include "audio/mixer.h"
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namespace Fullpipe {
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void sceneFinal_initScene() {
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g_fp->_gameLoader->loadScene(SC_FINAL2);
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g_fp->accessScene(SC_FINAL2)->setPictureObjectsFlag4();
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g_fp->_gameLoader->loadScene(SC_FINAL3);
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g_fp->accessScene(SC_FINAL3)->setPictureObjectsFlag4();
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g_fp->_gameLoader->loadScene(SC_FINAL4);
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g_fp->accessScene(SC_FINAL4)->setPictureObjectsFlag4();
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getGameLoaderInventory()->setIsLocked(0);
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getGameLoaderInventory()->slideIn();
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g_fp->_updateFlag = 0;
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g_fp->_flgCanOpenMap = 0;
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g_vars->sceneFinal_var01 = 0;
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g_vars->sceneFinal_var02 = 0;
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g_vars->sceneFinal_var03 = 0;
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g_vars->sceneFinal_trackHasStarted = false;
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}
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int sceneFinal_updateCursor() {
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if (g_vars->sceneFinal_var01)
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g_fp->_cursorId = 0;
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else
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g_fp->updateCursorCommon();
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return g_fp->_cursorId;
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}
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void sceneHandlerFinal_endFinal() {
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g_vars->sceneFinal_var01 = 0;
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}
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void sceneHandlerFinal_startMusic(const char *track) {
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g_fp->startSoundStream1(track);
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g_vars->sceneFinal_trackHasStarted = true;
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}
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void sceneHandlerFinal_goto4() {
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g_fp->_currentScene = g_fp->accessScene(SC_FINAL4);
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g_fp->_gameLoader->loadScene(SC_FINAL4);
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chainQueue(QU_FN4_DOFINAL, 1);
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}
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void sceneHandlerFinal_goto3() {
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g_fp->_currentScene = g_fp->accessScene(SC_FINAL3);
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chainQueue(QU_FN3_DOFINAL, 1);
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}
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void sceneHandlerFinal_goto2() {
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g_fp->_currentScene = g_fp->accessScene(SC_FINAL2);
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chainQueue(QU_FN2_DOFINAL, 1);
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}
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void sceneHandlerFinal_startFinal() {
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g_vars->sceneFinal_var01 = 1;
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getCurrSceneSc2MotionController()->deactivate();
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getGameLoaderInteractionController()->disableFlag24();
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g_fp->_aniMan2 = 0;
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g_fp->_aniMan->_flags &= 0xFFFB;
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chainQueue(QU_FIN1_TAKECOIN, 1);
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g_fp->playTrack(g_fp->getGameLoaderGameVar()->getSubVarByName("SC_FINAL1"), "MUSIC2", 1);
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g_fp->_modalObject = new ModalFinal;
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}
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void sceneHandlerFinal_fallCoin() {
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StaticANIObject *coin = g_fp->_currentScene->getStaticANIObject1ById(ANI_FIN_COIN, -1);
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if (!coin->_movement) {
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if (!coin->_statics || coin->_statics->_staticsId != ST_FCN_NORM)
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chainQueue(QU_FIN1_FALLCOIN, 1);
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}
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}
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void updateMusic() {
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if (g_vars->sceneFinal_trackHasStarted && !g_fp->_mixer->isSoundHandleActive(g_fp->_soundStream1)) { // loop music
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sceneHandlerFinal_startMusic("track16.ogg");
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}
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}
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int sceneHandlerFinal(ExCommand *cmd) {
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if (cmd->_messageKind != 17)
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return 0;
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switch (cmd->_messageNum) {
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case MSG_FIN_ENDFINAL:
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sceneHandlerFinal_endFinal();
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break;
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case MSG_FN4_STARTMUSIC:
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sceneHandlerFinal_startMusic("track16.ogg");
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break;
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case MSG_FIN_GOTO4:
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sceneHandlerFinal_goto4();
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g_fp->playTrack(g_fp->getGameLoaderGameVar()->getSubVarByName("SC_FINAL1"), "MUSIC3", 1);
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break;
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case MSG_FIN_GOTO3:
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sceneHandlerFinal_goto3();
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break;
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case MSG_FIN_GOTO2:
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sceneHandlerFinal_goto2();
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break;
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case MSG_FIN_STARTFINAL:
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sceneHandlerFinal_startFinal();
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break;
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case 33:
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if (g_fp->_aniMan2) {
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g_vars->sceneFinal_var03 = g_fp->_aniMan2->_ox;
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if (g_vars->sceneFinal_var03 < 450 && g_vars->sceneFinal_var02 >= 450 )
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sceneHandlerFinal_fallCoin();
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g_vars->sceneFinal_var02 = g_vars->sceneFinal_var03;
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}
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g_fp->_behaviorManager->updateBehaviors();
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g_fp->startSceneTrack();
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break;
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}
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updateMusic();
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return 0;
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}
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} // End of namespace Fullpipe
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