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-rw-r--r-- | engines/fullpipe/scenes.cpp | 673 |
1 files changed, 673 insertions, 0 deletions
diff --git a/engines/fullpipe/scenes.cpp b/engines/fullpipe/scenes.cpp new file mode 100644 index 0000000000..f04291b2b9 --- /dev/null +++ b/engines/fullpipe/scenes.cpp @@ -0,0 +1,673 @@ +/* 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" + +namespace Fullpipe { + +signed int sceneSwitcher(EntranceInfo *a1, int a2) { + EntranceInfo *entrance; // ebx@1 + Scene *scene; // esi@1 + CGameVar *sceneVar; // eax@21 + signed int result; // eax@2 + POINT *v6; // eax@3 + int v7; // eax@3 + CInventory2 *v8; // eax@4 + CInventory2 *v9; // eax@4 + int v10; // edi@8 + Sound *v11; // eax@9 + int v12; // ST08_4@12 + int v13; // eax@12 + Scene *v14; // edi@12 + int v15; // eax@13 + int v16; // eax@13 + int v17; // eax@13 + int v18; // eax@13 + CNode *v19; // edi@16 + CNode *v20; // eax@17 + Scene *v21; // eax@18 + PictureObject *v22; // eax@18 + POINT point; // [sp+Ch] [bp-8h]@3 + + entrance = a1; + scene = accessScene(a1->_sceneId); + + if (!scene) + return 0; + + v6 = PictureObject_getDimensions((PictureObject *)scene->bg.picObjList.m_pNodeHead->data, &point); + g_sceneWidth = v6->x; + v7 = v6->y; + g_sceneHeight = v7; + g_sceneRect.top = 0; + g_sceneRect.left = 0; + g_sceneRect.right = 799; + g_sceneRect.bottom = 599; + scene->bg.x = 0; + scene->bg.y = 0; + (*(void (__stdcall **)(_DWORD, _DWORD, int))(g_aniMan->GameObject.CObject.vmt + offsetof(GameObjectVmt, setOXY)))(0, 0, a2); + (*(void (**)(void))(g_aniMan->GameObject.CObject.vmt + offsetof(GameObjectVmt, clearFlags)))(); + g_aniMan->callback2 = 0; + g_aniMan->callback1 = 0; + g_aniMan->shadowsOn = 1; + g_scrollSpeed = 8; + savesEnabled = 1; + updateFlag = 1; + flgCanOpenMap = 1; + if (entrance->sceneId == SC_DBGMENU) { + g_inventoryScene = 0; + } else { + CGameLoader_loadScene(g_gameLoader, SC_INV); + v8 = getGameLoaderInventory(); + CInventory2_rebuildItemRects(v8); + v9 = getGameLoaderInventory(); + g_inventoryScene = CInventory2_getScene(v9); + } + if (soundEnabled) { + if (scene->soundList) { + g_currSoundListCount = 2; + v10 = 0; + g_currSoundList1 = accessScene(SC_COMMON)->soundList; + for (*(&g_currSoundList1 + 1) = scene->soundList; v10 < SoundList_getCount(scene->soundList); ++v10) { + v11 = SoundList_getSoundByItemByIndex(scene->soundList, v10); + (*(void (__thiscall **)(Sound *))(v11->MemoryObject.obj.vmt + offsetof(SoundVmt, updateVolume)))(v11); + } + } else { + g_currSoundListCount = 1; + g_currSoundList1 = accessScene(SC_COMMON)->soundList; + } + } + v12 = scene->sceneId; + v13 = (int)getGameLoaderInteractionController(); + CInteractionController_sortInteractions(v13, v12); + v14 = g_currentScene; + g_currentScene = v4; + Scene_addStaticANIObject(scene, (int)g_aniMan, 1); + g_scene2 = v4; + g_aniMan->movementObj = 0; + g_aniMan->staticsObj = StaticANIObject_getStaticsById(g_aniMan, ST_MAN_EMPTY); + (*(void (__stdcall **)(_DWORD))(g_aniMan->GameObject.CObject.vmt + 24))(0); + if (g_aniMan) { + g_aniMan2 = (int)g_aniMan; + v15 = getSc2MotionControllerBySceneId(LOWORD(entrance->sceneId)); + initMovGraph2((void *)v15); + v16 = getSc2MotionControllerBySceneId(LOWORD(entrance->sceneId)); + (*(void (__thiscall **)(int, StaticANIObject *))(*(_DWORD *)v16 + offsetof(CMotionControllerVmt, addObject)))(v16, g_aniMan); + v17 = getSc2MotionControllerBySceneId(LOWORD(entrance->sceneId)); + (*(void (__thiscall **)(int))(*(_DWORD *)v17 + offsetof(CMotionControllerVmt, setField8)))(v17); + v18 = (int)getGameLoaderInteractionController(); + CInteractionController_enableFlag24(v18); + input_setInputDisabled(0); + } else { + g_aniMan2 = 0; + } + g_currentScene = v14; + Scene_setPictureObjectsFlag4((int)scene); + if (scene->staticANIObjectList1.m_nCount) { + v19 = scene->staticANIObjectList1.m_pNodeHead; + while (v19) { + v20 = v19; + v19 = v19->pNext; + GameObject_setFlags((GameObject *)v20->data, *((_WORD *)v20->data + 6) & 0xFE7F); + } + } + v21 = accessScene(SC_INV); + v22 = Scene_getPictureObjectById(v21, PIC_INV_MENU, 0); + GameObject_setFlags(&v22->GameObject, v22->GameObject.flags & 0xFFFB); + removeMessageHandler(2, -1); + g_updateScreenCallback = 0; + + switch (entrance->sceneId) { + case SC_INTRO1: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_INTRO1"); + scene->preloadMovements(sceneVar); + sceneIntro_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_INTRO1"); + setSceneMusicParameters(sceneVar); + addMessageHandler(sceneHandlerIntro, 2); + _updateCursorCallback = sceneIntro_updateCursor; + result = 1; + break; + + case SC_1: + scene01_sub_40E160(); + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_1"); + scene->preloadMovements(sceneVar); + scene01_initScene(scene, entrance->field_4); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_1"); + setSceneMusicParameters(sceneVar); + addMessageHandler(sceneHandler01, 2); + g_updateCursorCallback = defaultUpdateCursorCallback; + result = 1; + break; + + case SC_2: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_2"); + scene->preloadMovements(sceneVar); + scene02_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_2"); + setSceneMusicParameters(sceneVar); + addMessageHandler(sceneHandler02, 2); + g_updateCursorCallback = defaultUpdateCursorCallback; + result = 1; + break; + + case SC_3: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_3"); + scene->preloadMovements(sceneVar); + scene03_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_3"); + setSceneMusicParameters(sceneVar); + addMessageHandler(sceneHandler03, 2); + j_Scene_sc03_sub_40F160(scene); + g_updateCursorCallback = scene03_updateCursor; + result = 1; + break; + + case SC_4: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_4"); + scene->preloadMovements(sceneVar); + scene04_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_4"); + setSceneMusicParameters(sceneVar); + insertMessageHandler(sceneHandler04, 2, 2); + g_updateCursorCallback = scene04_updateCursor; + result = 1; + break; + + case SC_5: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_5"); + scene->preloadMovements(sceneVar); + scene05_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_5"); + setSceneMusicParameters(sceneVar); + insertMessageHandler(sceneHandler05, 2, 2); + g_updateCursorCallback = defaultUpdateCursorCallback; + result = 1; + break; + + case SC_6: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_6"); + scene->preloadMovements(sceneVar); + scene06_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_6"); + setSceneMusicParameters(sceneVar); + sub_415300(); + insertMessageHandler(sceneHandler06, 2, 2); + g_updateCursorCallback = scene06_updateCursor; + result = 1; + break; + + case SC_7: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_7"); + scene->preloadMovements(sceneVar); + scene07_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_7"); + setSceneMusicParameters(sceneVar); + addMessageHandler(sceneHandler07, 2); + g_updateCursorCallback = defaultUpdateCursorCallback; + result = 1; + break; + + case SC_8: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_8"); + scene->preloadMovements(sceneVar); + scene08_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_8"); + setSceneMusicParameters(sceneVar); + sub_416890(); + addMessageHandler(sceneHandler08, 2); + g_updateCursorCallback = scene08_updateCursor; + result = 1; + break; + + case SC_9: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_9"); + scene->preloadMovements(sceneVar); + scene09_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_9"); + setSceneMusicParameters(sceneVar); + insertMessageHandler(sceneHandler09, 2, 2); + g_updateCursorCallback = scene09_updateCursor; + result = 1; + break; + + case SC_10: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_10"); + scene->preloadMovements(sceneVar); + scene10_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_10"); + setSceneMusicParameters(sceneVar); + insertMessageHandler(sceneHandler10, 2, 2); + g_updateCursorCallback = scene10_updateCursor; + result = 1; + break; + + case SC_11: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_11"); + scene->preloadMovements(sceneVar); + scene11_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_11"); + setSceneMusicParameters(sceneVar); + insertMessageHandler(sceneHandler11, 2, 2); + scene11_sub_41A980(); + g_updateCursorCallback = scene11_updateCursor; + result = 1; + break; + + case SC_12: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_12"); + scene->preloadMovements(sceneVar); + scene12_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_12"); + setSceneMusicParameters(sceneVar); + addMessageHandler(sceneHandler12, 2); + g_updateCursorCallback = defaultUpdateCursorCallback; + result = 1; + break; + + case SC_13: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_13"); + scene->preloadMovements(sceneVar); + scene13_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_13"); + setSceneMusicParameters(sceneVar); + insertMessageHandler(sceneHandler13, 2, 2); + g_updateCursorCallback = defaultUpdateCursorCallback; + result = 1; + break; + + case SC_14: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_14"); + scene->preloadMovements(sceneVar); + scene14_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_14"); + setSceneMusicParameters(sceneVar); + insertMessageHandler(sceneHandler14, 2, 2); + scene14_sub_41D2B0(); + g_updateCursorCallback = scene14_updateCursor; + result = 1; + break; + + case SC_15: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_15"); + scene->preloadMovements(sceneVar); + scene15_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_15"); + setSceneMusicParameters(sceneVar); + insertMessageHandler(sceneHandler15, 2, 2); + g_updateCursorCallback = scene15_updateCursor; + result = 1; + break; + + case SC_16: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_16"); + scene->preloadMovements(sceneVar); + scene16_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_16"); + setSceneMusicParameters(sceneVar); + addMessageHandler(sceneHandler16, 2); + g_updateCursorCallback = scene16_updateCursor; + result = 1; + break; + + case SC_17: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_17"); + scene->preloadMovements(sceneVar); + scene17_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_17"); + setSceneMusicParameters(sceneVar); + addMessageHandler(sceneHandler17, 2); + scene17_sub_41F060(); + g_updateCursorCallback = scene17_updateCursor; + result = 1; + break; + + case SC_18: + sub_40E1B0(); + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_18"); + scene->preloadMovements(sceneVar); + sub_4062D0(); + if (dword_476C38) + scene18_initScene1(scene); + else + scene18_initScene2(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_18"); + setSceneMusicParameters(sceneVar); + insertMessageHandler(sceneHandler18, 2, 2); + g_updateCursorCallback = scene18_updateCursor; + result = 1; + break; + + case SC_19: + if (!g_scene3) { + g_scene3 = accessScene(SC_18); + getGameLoader()->loadScene(SC_18); + scene18_initScene2(g_scene3); + sub_40C5F0(); + scene19_sub_420B10(g_scene3, entrance->field_4); + dword_476C38 = 1; + } + sub_40C650(); + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_19"); + scene->preloadMovements(sceneVar); + sub_4062D0(); + if (dword_476C38) + scene18_initScene1(scene); + else + scene19_initScene2(); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_19"); + setSceneMusicParameters(sceneVar); + addMessageHandler(sceneHandler19, 2); + scene19_sub_4211D0(scene); + g_updateCursorCallback = scene19_updateCursor; + result = 1; + break; + + case SC_20: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_20"); + scene->preloadMovements(sceneVar); + scene20_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_20"); + setSceneMusicParameters(sceneVar); + addMessageHandler(sceneHandler20, 2); + g_updateCursorCallback = defaultUpdateCursorCallback; + result = 1; + break; + + case SC_21: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_21"); + scene->preloadMovements(sceneVar); + scene21_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_21"); + setSceneMusicParameters(sceneVar); + insertMessageHandler(sceneHandler21, 2, 2); + g_updateCursorCallback = scene21_updateCursor; + result = 1; + break; + + case SC_22: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_22"); + scene->preloadMovements(sceneVar); + scene22_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_22"); + setSceneMusicParameters(sceneVar); + scene22_sub_4228A0(); + insertMessageHandler(sceneHandler22, 2, 2); + g_updateCursorCallback = scene22_updateCursor; + result = 1; + break; + + case SC_23: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_23"); + scene->preloadMovements(sceneVar); + scene23_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_23"); + setSceneMusicParameters(sceneVar); + insertMessageHandler(sceneHandler23, 2, 2); + scene23_sub_423B00(); + g_updateCursorCallback = scene23_updateCursor; + result = 1; + break; + + case SC_24: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_24"); + scene->preloadMovements(sceneVar); + scene24_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_24"); + setSceneMusicParameters(sceneVar); + addMessageHandler(sceneHandler24, 2); + scene24_sub_423DD0(); + g_updateCursorCallback = defaultUpdateCursorCallback; + result = 1; + break; + + case SC_25: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_25"); + scene->preloadMovements(sceneVar); + scene25_initScene(scene, entrance->field_4); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_25"); + setSceneMusicParameters(sceneVar); + addMessageHandler(sceneHandler25, 2); + scene25_sub_4253B0(scene, entrance->field_4); + g_updateCursorCallback = scene25_updateCursor; + result = 1; + break; + + case SC_26: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_26"); + scene->preloadMovements(sceneVar); + scene26_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_26"); + setSceneMusicParameters(sceneVar); + insertMessageHandler(sceneHandler26, 2, 2); + scene26_sub_426140(scene); + g_updateCursorCallback = scene26_updateCursor; + result = 1; + break; + + case SC_27: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_27"); + scene->preloadMovements(sceneVar); + scene27_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_27"); + setSceneMusicParameters(sceneVar); + addMessageHandler(sceneHandler27, 2); + g_updateCursorCallback = scene27_updateCursor; + result = 1; + break; + + case SC_28: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_28"); + scene->preloadMovements(sceneVar); + scene28_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_28"); + setSceneMusicParameters(sceneVar); + insertMessageHandler(sceneHandler28, 2, 2); + g_updateCursorCallback = scene28_updateCursor; + result = 1; + break; + + case SC_29: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_29"); + scene->preloadMovements(sceneVar); + scene29_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_29"); + setSceneMusicParameters(sceneVar); + addMessageHandler(sceneHandler29, 2); + g_updateCursorCallback = scene29_updateCursor; + result = 1; + break; + + case SC_30: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_30"); + scene->preloadMovements(sceneVar); + scene30_initScene(scene, entrance->field_4); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_30"); + setSceneMusicParameters(sceneVar); + addMessageHandler(sceneHandler30, 2); + g_updateCursorCallback = scene30_updateCursor; + result = 1; + break; + + case SC_31: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_31"); + scene->preloadMovements(sceneVar); + scene31_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_31"); + setSceneMusicParameters(sceneVar); + addMessageHandler(sceneHandler31, 2); + g_updateCursorCallback = defaultUpdateCursorCallback; + result = 1; + break; + + case SC_32: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_32"); + scene->preloadMovements(sceneVar); + scene32_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_32"); + setSceneMusicParameters(sceneVar); + insertMessageHandler(sceneHandler32, 2, 2); + scene32_sub_42C5C0(); + g_updateCursorCallback = scene32_updateCursor; + result = 1; + break; + + case SC_33: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_33"); + scene->preloadMovements(sceneVar); + scene33_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_33"); + setSceneMusicParameters(sceneVar); + insertMessageHandler(sceneHandler33, 2, 2); + scene33_sub_42CEF0(); + g_updateCursorCallback = scene33_updateCursor; + result = 1; + break; + + case SC_34: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_34"); + scene->preloadMovements(sceneVar); + scene34_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_34"); + setSceneMusicParameters(sceneVar); + insertMessageHandler(sceneHandler34, 2, 2); + scene34_sub_42DEE0(); + g_updateCursorCallback = scene34_updateCursor; + result = 1; + break; + + case SC_35: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_35"); + scene->preloadMovements(sceneVar); + scene35_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_35"); + setSceneMusicParameters(sceneVar); + insertMessageHandler(sceneHandler35, 2, 2); + g_updateCursorCallback = defaultUpdateCursorCallback; + result = 1; + break; + + case SC_36: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_36"); + scene->preloadMovements(sceneVar); + scene36_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_36"); + setSceneMusicParameters(sceneVar); + addMessageHandler(sceneHandler36, 2); + g_updateCursorCallback = scene36_updateCursor; + result = 1; + break; + + case SC_37: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_37"); + scene->preloadMovements(sceneVar); + scene37_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_37"); + setSceneMusicParameters(sceneVar); + insertMessageHandler(sceneHandler37, 2, 2); + g_updateCursorCallback = scene37_updateCursor; + result = 1; + break; + + case SC_38: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_38"); + scene->preloadMovements(sceneVar); + scene38_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_38"); + setSceneMusicParameters(sceneVar); + addMessageHandler(sceneHandler38, 2); + g_updateCursorCallback = defaultUpdateCursorCallback; + result = 1; + break; + + case SC_FINAL1: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_FINAL1"); + scene->preloadMovements(sceneVar); + sceneFinal1_initScene(); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_FINAL1"); + setSceneMusicParameters(sceneVar); + addMessageHandler(sceneHandlerFinal1, 2); + g_updateCursorCallback = sceneFinal1_updateCursor; + result = 1; + break; + + case SC_DBGMENU: + sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_DBGMENU"); + scene->preloadMovements(sceneVar); + sceneDbgMenu_initScene(scene); + _behaviorManager->initBehavior(scene, sceneVar); + scene->initObjectCursors("SC_DBGMENU"); + addMessageHandler(sceneHandlerDbgMenu, 2); + result = 1; + break; + + default: + _behaviorManager->initBehavior(0, 0); + result = 1; + break; + } + + return result; +} + +} // End of namespace Fullpipe |