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author | Kamil Zbróg | 2014-01-07 00:13:05 +0000 |
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committer | Kamil Zbróg | 2014-01-07 00:13:05 +0000 |
commit | e94fabc37407a7d300af04493b0f5cbced42a092 (patch) | |
tree | 998bfaa03109a49d2bb9ec5b17e817ef7cc32a4c /engines/fullpipe/scenes/scene20.cpp | |
parent | 165b8be77f4621ff5de8a483c6cd9ac497492a0a (diff) | |
parent | 4f6c3efa15c68dfa49bf5e6fe75dec034abe903b (diff) | |
download | scummvm-rg350-e94fabc37407a7d300af04493b0f5cbced42a092.tar.gz scummvm-rg350-e94fabc37407a7d300af04493b0f5cbced42a092.tar.bz2 scummvm-rg350-e94fabc37407a7d300af04493b0f5cbced42a092.zip |
Merge remote-tracking branch 'sync/master' into prince-malik
Diffstat (limited to 'engines/fullpipe/scenes/scene20.cpp')
-rw-r--r-- | engines/fullpipe/scenes/scene20.cpp | 155 |
1 files changed, 155 insertions, 0 deletions
diff --git a/engines/fullpipe/scenes/scene20.cpp b/engines/fullpipe/scenes/scene20.cpp new file mode 100644 index 0000000000..5fed24aabd --- /dev/null +++ b/engines/fullpipe/scenes/scene20.cpp @@ -0,0 +1,155 @@ +/* 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/floaters.h" + +namespace Fullpipe { + +void scene20_setExits(Scene *sc) { + int thingpar; + + if (g_fp->getObjectState(sO_Grandma) == g_fp->getObjectEnumState(sO_Grandma, sO_OnStool) + || g_fp->getObjectState(sO_Grandma) == g_fp->getObjectEnumState(sO_Grandma, sO_OnTheFloor)) + thingpar = 1; + else if (g_fp->getObjectState(sO_Grandma) == g_fp->getObjectEnumState(sO_Grandma, sO_NearPipe) + || g_fp->getObjectState(sO_Grandma) == g_fp->getObjectEnumState(sO_Grandma, sO_NearPipeWithStool)) { + getSc2MctlCompoundBySceneId(sc->_sceneId)->enableLinks(sO_CloseThing, 1); + getSc2MctlCompoundBySceneId(sc->_sceneId)->enableLinks(sO_CloseThing2, 1); + getSc2MctlCompoundBySceneId(sc->_sceneId)->enableLinks(sO_CloseThing3, 0); + + return; + } else { + thingpar = 0; + } + + getSc2MctlCompoundBySceneId(sc->_sceneId)->enableLinks(sO_CloseThing, thingpar); + getSc2MctlCompoundBySceneId(sc->_sceneId)->enableLinks(sO_CloseThing2, 0); + getSc2MctlCompoundBySceneId(sc->_sceneId)->enableLinks(sO_CloseThing3, 1); +} + +void scene20_initScene(Scene *sc) { + Scene *oldsc = g_fp->_currentScene; + + g_vars->scene20_grandma = sc->getStaticANIObject1ById(ANI_GRANDMA_20, -1); + + g_fp->_currentScene = sc; + + if (g_fp->getObjectState(sO_Grandma) == g_fp->getObjectEnumState(sO_Grandma, sO_OnTheFloor)) + g_fp->setObjectState(sO_Grandma, g_fp->getObjectEnumState(sO_Grandma, sO_NearPipe)); + + if (g_fp->getObjectState(sO_Grandma) == g_fp->getObjectEnumState(sO_Grandma, sO_OnStool)) { + g_vars->scene20_grandma->changeStatics2(ST_GMA20_STOOL); + } else if (g_fp->getObjectState(sO_Grandma) == g_fp->getObjectEnumState(sO_Grandma, sO_OnTheFloor)) { + g_vars->scene20_grandma->changeStatics2(ST_GMA20_FLOOR); + } else if (g_fp->getObjectState(sO_Grandma) == g_fp->getObjectEnumState(sO_Grandma, sO_NearPipe) + || g_fp->getObjectState(sO_Grandma) == g_fp->getObjectEnumState(sO_Grandma, sO_NearPipeWithStool)) { + g_vars->scene20_grandma->changeStatics2(ST_GMA20_STAND); + } else { + g_vars->scene20_grandma->hide(); + } + + scene20_setExits(sc); + + g_fp->_floaters->init(g_fp->getGameLoaderGameVar()->getSubVarByName("SC_20")); + + for (int i = 0; i < 3; i++) { + g_fp->_floaters->genFlies(sc, g_fp->_rnd->getRandomNumber(101) + 70, g_fp->_rnd->getRandomNumber(51) + 175, 100, 0); + g_fp->_floaters->_array2[g_fp->_floaters->_array2.size() - 1]->val13 = g_fp->_rnd->getRandomNumber(9); + } + + g_fp->_currentScene = oldsc; + + g_vars->scene20_fliesCountdown = g_fp->_rnd->getRandomNumber(200) + 400; +} + +void sceneHandler20_updateFlies() { + int sz = g_fp->_floaters->_array2.size(); + + if (sz < 3) { + g_fp->_floaters->genFlies(g_fp->_currentScene, 253, 650, 200, 0); + g_fp->_floaters->_array2[sz - 1]->val2 = 250; + g_fp->_floaters->_array2[sz - 1]->val3 = 200; + } else { + int idx = g_fp->_rnd->getRandomNumber(sz); + + g_fp->_floaters->_array2[idx]->countdown = 0; + g_fp->_floaters->_array2[idx]->fflags |= 4u; + g_fp->_floaters->_array2[idx]->val2 = 250; + g_fp->_floaters->_array2[idx]->val3 = 200; + g_fp->_floaters->_array2[idx]->val6 = 253; + g_fp->_floaters->_array2[idx]->val7 = 650; + g_fp->_floaters->_array2[idx]->ani->_priority = 200; + } + + g_vars->scene20_fliesCountdown = g_fp->_rnd->getRandomNumber(200) + 400; +} + +int sceneHandler20(ExCommand *cmd) { + if (cmd->_messageKind != 17) + return 0; + + switch (cmd->_messageNum) { + case MSG_SC20_UPDATELOCKABLE: + scene20_setExits(g_fp->_currentScene); + break; + + case 33: + if (g_fp->_aniMan2) { + int x = g_fp->_aniMan2->_ox; + + if (x < g_fp->_sceneRect.left + 200) + g_fp->_currentScene->_x = x - 300 - g_fp->_sceneRect.left; + + if (x > g_fp->_sceneRect.right - 200) + g_fp->_currentScene->_x = x + 300 - g_fp->_sceneRect.right; + } + + --g_vars->scene20_fliesCountdown; + + if (g_vars->scene20_fliesCountdown <= 0) + sceneHandler20_updateFlies(); + + g_fp->_floaters->update(); + + g_fp->_behaviorManager->updateBehaviors(); + + g_fp->startSceneTrack(); + + break; + } + + return 0; +} + +} // End of namespace Fullpipe |