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authorEugene Sandulenko2013-11-20 17:22:16 -0800
committerEugene Sandulenko2013-11-20 17:22:16 -0800
commitb1b9844f3d7562bea7c512ada326b60c10b0c8d3 (patch)
tree562a358d2014a2aa7d2b015cbfddb067d299b245
parentb6944479d3f18689d59357cd293ee232f81263cf (diff)
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FULLPIPE: Actually add scene04.cpp file
-rw-r--r--engines/fullpipe/scenes/scene04.cpp167
1 files changed, 167 insertions, 0 deletions
diff --git a/engines/fullpipe/scenes/scene04.cpp b/engines/fullpipe/scenes/scene04.cpp
new file mode 100644
index 0000000000..291111a668
--- /dev/null
+++ b/engines/fullpipe/scenes/scene04.cpp
@@ -0,0 +1,167 @@
+/* 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/objects.h"
+#include "fullpipe/objectnames.h"
+#include "fullpipe/constants.h"
+
+namespace Fullpipe {
+
+void scene04_initScene(Scene *sc) {
+#if 0
+ g_vars->scene04_var01 = 0;
+ g_vars->scene04_bottle = sc->getPictureObjectById(PIC_SC4_BOTTLE, 0);
+ g_vars->scene04_hand = sc->getStaticANIObject1ById(ANI_HAND, -1);
+ g_vars->scene04_plank = sc->getStaticANIObject1ById(ANI_PLANK, -1);
+ g_vars->scene04_clock = sc->getStaticANIObject1ById(ANI_CLOCK, -1);
+ g_vars->scene04_hand = sc->getStaticANIObject1ById(ANI_HAND, -1);
+ g_vars->scene04_spring = sc->getStaticANIObject1ById(ANI_SPRING, -1);
+ g_vars->scene04_mamasha = sc->getStaticANIObject1ById(ANI_MAMASHA_4, -1);
+ g_vars->scene04_boot = sc->getStaticANIObject1ById(ANI_SC4_BOOT, -1);
+ g_vars->scene04_ladder = 0;
+
+ StaticANIObject *koz = sc->getStaticANIObject1ById(ANI_KOZAWKA, -1);
+
+ if (koz) {
+ Movement *kozmov = koz->getMovementById(MV_KZW_JUMP);
+ if (kozmov) {
+ uint kozsize = kozmov->_currMovement ? kozmov->_currMovement->_dynamicPhases.size() : kozmov->_dynamicPhases.size();
+
+ for (i = 0; i < kozsize; i++) {
+ kozmov->setDynamicPhaseIndex(i);
+
+ if (kozmov->_framePosOffsets) {
+ g_vars->scene04_jumpingKozyawki[i] = kozmov->_framePosOffsets[kozmov->_currDynamicPhaseIndex];
+ } else {
+ kozmov->_somePoint.x = 0;
+ kozmov->_somePoint.y = 0;
+ g_vars->scene04_jumpingKozyawki[i] = kozMov->_somePoint;
+ }
+ }
+ }
+
+ kozmov = koz->getMovementById(MV_KZW_JUMPROTATE);
+ if (kozmov) {
+ uint kozsize = kozmov->_currMovement ? kozmov->_currMovement->_dynamicPhases.size() : kozmov->_dynamicPhases.size();
+
+ for (i = 0; i < kozsize; i++) {
+ kozmov->setDynamicPhaseIndex(i);
+
+ if (kozmov->_framePosOffsets) {
+ g_vars->scene04_jumpRotateKozyawki[i] = kozmov->_framePosOffsets[kozmov->_currDynamicPhaseIndex];
+ } else {
+ kozmov->_somePoint.x = 0;
+ kozmov->_somePoint.y = 0;
+ g_vars->scene04_jumpRotateKozyawki[i] = kozMov->_somePoint;
+ }
+ }
+ }
+ }
+
+ Interaction *plank = getGameLoaderInteractionController()->getInteractionByObjectIds(ANI_PLANK, 0, 0);
+ if (plank)
+ plank->_flags |= 8;
+
+ if (getObjectState(sO_Jar_4) == getObjectEnumState(sO_Jar_4, sO_UpsideDown)) {
+ g_vars->scene04_bottleObjList.clear();
+ g_vars->scene04_kozyawkiObjList.clear();
+
+ sc->getPictureObjectById(PIC_SC4_BOTTLE, 0)->_flags &= 0xfffb;
+ sc->getPictureObjectById(PIC_SC4_MASK, 0)->_flags &= 0xfffb;
+ sc->getStaticANIObjectById(ANI_SPRING, 0)->_flags &= 0xfffb;
+
+ g_vars->scene04_var18 = 0;
+ g_vars->scene04_var19 = 0;
+ } else {
+ StaticANIObject *spring = sc->getStaticANIObject1ById(ANI_SPRING, -1);
+ if (sprint)
+ spring->callback2 = 0;
+
+ g_vars->scene04_bottleObjList.clear();
+ g_vars->scene04_bottleObjList.push_back(sc->getPictureObjectById(PIC_SC4_BOTTLE, 0));
+ g_vars->scene04_bottleObjList.push_back(sc->getPictureObjectById(PIC_SC4_MASK, 0));
+
+ g_vars->scene04_kozyawkiObjList.clear();
+
+ if (koz) {
+ koz->loadMovementsPixelData();
+
+ koz->statics = koz->getStaticsById(ST_KZW_EMPTY);
+ koz->setOXY(0, 0);
+ koz->hide();
+
+ g_vars->scene04_kozyawkiObjList.push_back(koz);
+
+ for (int i = 0; i < 6; i++) {
+ StaticANIObject *koz1 = new StaticANIObject(koz);
+
+ sc->addStaticANIObject(koz1, 1);
+ v26 = koz->getStaticsById(ST_KZW_EMPTY);
+ v27 = v3->GameObject.CObject.vmt;
+ v3->statics = v26;
+ (*(void (__thiscall **)(StaticANIObject *, _DWORD, _DWORD))(v27 + offsetof(GameObjectVmt, setOXY)))(v3, 0, 0);
+ StaticANIObject_hide(v3);
+ CObList::AddTail(&g_vars->scene04_kozyawkiObjList, v3);
+ --v24;
+ } while (v24);
+ }
+ v28 = Scene_getPictureObjectById(sc, PIC_SC4_BOTTLE2, 0);
+ GameObject_setFlags(&v28->GameObject, v28->GameObject.flags & 0xFFFB);
+ g_vars->scene04_var18 = 1;
+ g_vars->scene04_var19 = 1;
+ }
+ g_vars->scene04_var02 = 0;
+ g_vars->scene04_soundPlaying = 0;
+ g_vars->scene04_var04 = 0;
+ g_vars->scene04_var05 = 0;
+ g_vars->scene04_var06 = 2;
+ g_sc04_dynamicPhaseIndex = 0;
+ CObList::RemoveAll(&g_vars->scene04_kozyawkiAni);
+
+ setObjectState(sO_LowerPipe, getObjectEnumState(sO_LowerPipe, sO_IsClosed));
+
+ g_vars->scene04_var07 = 0;
+ g_vars->scene04_var08 = 0;
+ g_vars->scene04_coinPut = 0;
+ g_vars->scene04_var09 = 0;
+ g_vars->scene04_var10 = 0;
+ g_vars->scene04_var11 = 0;
+ g_vars->scene04_var12 = 0;
+ g_vars->scene04_var13 = 1;
+ g_vars->scene04_var14 = 0;
+ g_vars->scene04_var15 = 1;
+
+ if (getObjectState(sO_BigMumsy) != getObjectEnumState(sO_BigMumsy, sO_Gone))
+ StaticANIObject_hide(g_vars->scene04_mamasha);
+
+ g_vars->scene04_speaker = Scene_getStaticANIObject1ById(sc, ANI_SPEAKER_4, -1);
+ g_vars->scene04_speaker->callback2 = (void (__thiscall *)(int *))scene04_callback;
+ StaticANIObject_startAnim(g_vars->scene04_speaker, MV_SPK4_PLAY, 0, -1);
+ g_vars->scene04_var16 = 0;
+ g_vars->scene04_var17 = 0;
+ initArcade("SC_4");
+#endif
+}
+
+} // End of namespace Fullpipe