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authorPaul Gilbert2010-07-03 12:49:42 +0000
committerPaul Gilbert2010-07-03 12:49:42 +0000
commit88d1155c5e0b265c39466536f572a8aebfef8259 (patch)
tree46bd4169eaa697a2fa92f321b72e8f01505b8dde
parent6b152e803967770d3419642b07fbf3a27333e865 (diff)
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Implemented necessary logic for the abort timer/action code, which allows the player manager to be correctly activated when the 'getting up' animation finishes
svn-id: r50622
-rw-r--r--engines/m4/mads_logic.cpp23
-rw-r--r--engines/m4/mads_scene.cpp23
-rw-r--r--engines/m4/mads_scene.h2
3 files changed, 43 insertions, 5 deletions
diff --git a/engines/m4/mads_logic.cpp b/engines/m4/mads_logic.cpp
index 2e3198029b..c90fb11c11 100644
--- a/engines/m4/mads_logic.cpp
+++ b/engines/m4/mads_logic.cpp
@@ -251,7 +251,7 @@ void MadsSceneLogic::enterScene() {
_spriteIndexes[16] = startCycledSpriteSequence(_spriteIndexes[1], 0, 4, 0, 1, 0);
_spriteIndexes[17] = startCycledSpriteSequence(_spriteIndexes[2], 0, 4, 0, 1, 0);
-// _madsVm->scene()->_sequenceList.addSubEntry(_spriteIndexes[17], SM_FRAME_INDEX, 7, 70);
+ _madsVm->scene()->_sequenceList.addSubEntry(_spriteIndexes[17], SM_FRAME_INDEX, 7, 70);
_spriteIndexes[18] = startReversibleSpriteSequence(_spriteIndexes[3], 0, 10, 0, 0, 60);
_spriteIndexes[19] = startCycledSpriteSequence(_spriteIndexes[4], 0, 5, 0, 1, 0);
@@ -294,7 +294,7 @@ void MadsSceneLogic::enterScene() {
if (_madsVm->globals()->_globals[10]) {
const char *animName = MADSResourceManager::getResourceName('S', 'e', EXTTYPE_AA, NULL, -1);
- _madsVm->scene()->loadAnimation(animName, 0x47);
+ _madsVm->scene()->loadAnimation(animName, 71);
_madsVm->_player._playerPos = Common::Point(68, 140);
_madsVm->_player._direction = 4;
@@ -316,6 +316,25 @@ void MadsSceneLogic::doAction() {
void MadsSceneLogic::sceneStep() {
// TODO: Sound handling
+ switch (_madsVm->scene()->_abortTimers) {
+ case 70:
+ _madsVm->_sound->playSound(9);
+ break;
+ case 71:
+ _madsVm->globals()->_globals[10] = 0;
+ _madsVm->_player._visible = true;
+ dataMap()[0x56FC] = 0;
+
+ _madsVm->scene()->_newTimeout = _madsVm->_currentTimer - _madsVm->scene()->_ticksAmount;
+ break;
+ case 72:
+ case 73:
+ // TODO: Method that should be scripted
+ break;
+
+ default:
+ break;
+ }
// Wake up message sequence
Animation *anim = _madsVm->scene()->activeAnimation();
diff --git a/engines/m4/mads_scene.cpp b/engines/m4/mads_scene.cpp
index c34216aa34..d22ca02475 100644
--- a/engines/m4/mads_scene.cpp
+++ b/engines/m4/mads_scene.cpp
@@ -144,6 +144,21 @@ void MadsScene::loadScene(int sceneNumber) {
_madsVm->_player.loadSprites(NULL);
+ switch (_madsVm->globals()->_config.screenFades) {
+ case 0:
+ _abortTimers2 = 2;
+ break;
+ case 2:
+ _abortTimers2 = 21;
+ break;
+ default:
+ _abortTimers2 = 20;
+ break;
+ }
+ _abortTimers = 0;
+ _abortTimersMode2 = ABORTMODE_1;
+
+
// Do any scene specific setup
if (_vm->getGameType() == GType_RexNebular)
_sceneLogic.enterScene();
@@ -318,8 +333,12 @@ void MadsScene::update() {
void MadsScene::updateState() {
_madsVm->_player.update();
+ // Step through the scene
_sceneLogic.sceneStep();
+ if (_abortTimersMode == ABORTMODE_1)
+ _abortTimers = 0;
+
if ((_activeAnimation) && !_abortTimers) {
_activeAnimation->update();
if (((MadsAnimation *) _activeAnimation)->freeFlag()) {
@@ -468,12 +487,12 @@ void MadsScene::showMADSV2TextBox(char *text, int x, int y, char *faceName) {
boxSprites->getFrame(bottomRight)->copyTo(_backgroundSurface, curX, curY + 1);
}
-void MadsScene::loadAnimation(const Common::String &animName, int v0) {
+void MadsScene::loadAnimation(const Common::String &animName, int abortTimers) {
if (_activeAnimation)
error("Multiple active animations are not allowed");
MadsAnimation *anim = new MadsAnimation(_vm, this);
- anim->load(animName.c_str(), 0);
+ anim->load(animName.c_str(), abortTimers);
_activeAnimation = anim;
}
diff --git a/engines/m4/mads_scene.h b/engines/m4/mads_scene.h
index 66b50d809f..e671dfb194 100644
--- a/engines/m4/mads_scene.h
+++ b/engines/m4/mads_scene.h
@@ -130,7 +130,7 @@ public:
int loadSceneSpriteSet(const char *setName);
void showMADSV2TextBox(char *text, int x, int y, char *faceName);
- void loadAnimation(const Common::String &animName, int v0);
+ void loadAnimation(const Common::String &animName, int abortTimers);
Animation *activeAnimation() const { return _activeAnimation; }
void freeAnimation();