aboutsummaryrefslogtreecommitdiff
path: root/engines/neverhood/module1500.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/neverhood/module1500.cpp')
-rw-r--r--engines/neverhood/module1500.cpp147
1 files changed, 147 insertions, 0 deletions
diff --git a/engines/neverhood/module1500.cpp b/engines/neverhood/module1500.cpp
new file mode 100644
index 0000000000..76afb956ff
--- /dev/null
+++ b/engines/neverhood/module1500.cpp
@@ -0,0 +1,147 @@
+/* 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 "neverhood/module1500.h"
+
+namespace Neverhood {
+
+Module1500::Module1500(NeverhoodEngine *vm, Module *parentModule, int which, bool flag)
+ : Module(vm, parentModule), _flag(flag) {
+
+ if (which < 0) {
+ createScene(_vm->gameState().sceneNum, -1);
+ } else {
+ createScene(3, -1);
+ }
+
+}
+
+void Module1500::createScene(int sceneNum, int which) {
+ debug("Module1500::createScene(%d, %d)", sceneNum, which);
+ _vm->gameState().sceneNum = sceneNum;
+ switch (_vm->gameState().sceneNum) {
+ case 0:
+ _childObject = new Scene1501(_vm, this, 0x8420221D, 0xA61024C4, 150, 48);
+ break;
+ case 1:
+ _childObject = new Scene1501(_vm, this, 0x30050A0A, 0x58B45E58, 110, 48);
+ break;
+ case 2:
+ sendMessage(_parentModule, 0x0800, 0);
+ createSmackerScene(0x001A0005, true, true, true);
+ break;
+ case 3:
+ _childObject = new Scene1501(_vm, this, 0x0CA04202, 0, 110, 48);
+ break;
+ }
+ SetUpdateHandler(&Module1500::updateScene);
+ _childObject->handleUpdate();
+}
+
+void Module1500::updateScene() {
+ if (!updateChild()) {
+ switch (_vm->gameState().sceneNum) {
+ case 0:
+ createScene(1, -1);
+ break;
+ case 1:
+ if (_flag) {
+ createScene(2, -1);
+ } else {
+ leaveModule(0);
+ }
+ break;
+ case 3:
+ createScene(0, -1);
+ break;
+ default:
+ leaveModule(0);
+ break;
+ }
+ }
+}
+
+// Scene1501
+
+Scene1501::Scene1501(NeverhoodEngine *vm, Module *parentModule, uint32 backgroundFileHash, uint32 soundFileHash, int countdown2, int countdown3)
+ : Scene(vm, parentModule, true), _soundResource(vm),
+ _countdown3(countdown3), _countdown2(countdown2), _countdown1(0), _flag(false) {
+
+ SetUpdateHandler(&Scene1501::update);
+ SetMessageHandler(&Scene1501::handleMessage);
+
+ _surfaceFlag = true;
+
+ setBackground(backgroundFileHash);
+
+ setPalette();
+ addEntity(_palette);
+ _palette->addBasePalette(backgroundFileHash, 0, 256, 0);
+ _palette->startFadeToPalette(12);
+
+ /*
+ if (soundFileHash != 0) {
+ _soundResource.set(soundFileHash);
+ _soundResource.load();
+ _soundResource.play();
+ }
+ */
+
+}
+
+void Scene1501::update() {
+
+ Scene::update();
+
+ // TODO: Since these countdowns are used a lot, maybe these can be wrapped in a class/struct
+ // so the code gets a little cleaner.
+
+ if (_countdown1 != 0) {
+ _countdown1--;
+ if (_countdown1 == 0) {
+ _vm->_screen->clear();
+ leaveScene(0);
+ }
+ } else if ((_countdown2 != 0 && (--_countdown2 == 0)) /*|| !_soundResource.isPlaying()*/) {
+ _countdown1 = 12;
+ _palette->startFadeToBlack(11);
+ }
+
+ if (_countdown3 != 0)
+ _countdown3--;
+
+ if (_countdown3 == 0 && _flag && _countdown1 == 0) {
+ _countdown1 = 12;
+ _palette->startFadeToBlack(11);
+ }
+
+}
+
+uint32 Scene1501::handleMessage(int messageNum, const MessageParam &param, Entity *sender) {
+ uint32 messageResult = Scene::handleMessage(messageNum, param, sender);
+ if (messageNum == 0x0009) {
+ _flag = true;
+ }
+ return messageResult;
+}
+
+} // End of namespace Neverhood