/* 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/utils.h" #include "fullpipe/objects.h" #include "fullpipe/statics.h" #include "fullpipe/gameloader.h" #include "fullpipe/motion.h" #include "fullpipe/input.h" #include "fullpipe/behavior.h" #include "fullpipe/constants.h" #include "fullpipe/scenes.h" #include "fullpipe/interaction.h" namespace Fullpipe { Vars::Vars() { sceneIntro_aniin1man = 0; sceneIntro_needSleep = true; sceneIntro_needGetup = false; sceneIntro_skipIntro = true; sceneIntro_playing = false; sceneIntro_needBlackout = false; swallowedEgg1 = 0; swallowedEgg2 = 0; swallowedEgg3 = 0; scene01_picSc01Osk = 0; scene01_picSc01Osk2 = 0; scene02_guvTheDrawer = 0; scene02_boxDelay = 0; scene02_boxOpen = false; scene03_eggeater = 0; scene03_domino = 0; selector = 0; } static int scenes[] = { SC_1, SC_2, SC_3, SC_4, SC_5, SC_6, SC_7, SC_8, SC_9, SC_10, SC_11, SC_12, SC_13, SC_14, SC_15, SC_16, SC_17, SC_18, SC_19, SC_20, SC_21, SC_22, SC_23, SC_24, SC_25, SC_26, SC_27, SC_28, SC_29, SC_30, SC_31, SC_32, SC_33, SC_34, SC_35, SC_36, SC_37, SC_38, SC_DBGMENU }; int FullpipeEngine::convertScene(int scene) { if (!scene || scene >= SC_1) return scene; if (scene < 1 || scene > 39) return SC_1; return scenes[scene - 1]; } bool FullpipeEngine::sceneSwitcher(EntranceInfo *entrance) { GameVar *sceneVar; Common::Point sceneDim; Scene *scene = accessScene(entrance->_sceneId); if (!scene) return 0; ((PictureObject *)scene->_picObjList.front())->getDimensions(&sceneDim); _sceneWidth = sceneDim.x; _sceneHeight = sceneDim.y; _sceneRect.top = 0; _sceneRect.left = 0; _sceneRect.right = 799; _sceneRect.bottom = 599; scene->_x = 0; scene->_y = 0; _aniMan->setOXY(0, 0); _aniMan->clearFlags(); _aniMan->_callback1 = 0; _aniMan->_callback2 = 0; _aniMan->_shadowsOn = 1; _scrollSpeed = 8; _isSaveAllowed = true; _updateFlag = true; _flgCanOpenMap = true; if (entrance->_sceneId == SC_DBGMENU) { _inventoryScene = 0; } else { _gameLoader->loadScene(SC_INV); getGameLoaderInventory()->rebuildItemRects(); _inventoryScene = getGameLoaderInventory()->getScene(); } if (_soundEnabled) { if (scene->_soundList) { _currSoundListCount = 2; _currSoundList1[0] = accessScene(SC_COMMON)->_soundList; _currSoundList1[1] = scene->_soundList; for (int i = 0; i < scene->_soundList->getCount(); i++) { scene->_soundList->getSoundByIndex(i)->updateVolume(); } } else { _currSoundListCount = 1; _currSoundList1[0] = accessScene(SC_COMMON)->_soundList; } } getGameLoaderInteractionController()->sortInteractions(scene->_sceneId); _currentScene = scene; scene->addStaticANIObject(_aniMan, 1); _scene2 = scene; _aniMan->_movement = 0; _aniMan->_statics = _aniMan->getStaticsById(ST_MAN_EMPTY); _aniMan->setOXY(0, 0); _aniMan2 = _aniMan; MctlCompound *cmp = getSc2MctlCompoundBySceneId(entrance->_sceneId); cmp->initMovGraph2(); cmp->addObject(_aniMan); cmp->setEnabled(); getGameLoaderInteractionController()->enableFlag24(); setInputDisabled(0); scene->setPictureObjectsFlag4(); for (PtrList::iterator s = scene->_staticANIObjectList1.begin(); s != scene->_staticANIObjectList1.end(); ++s) { StaticANIObject *o = (StaticANIObject *)*s; o->setFlags(o->_flags & 0xFE7F); } PictureObject *p = accessScene(SC_INV)->getPictureObjectById(PIC_INV_MENU, 0); p->setFlags(p->_flags & 0xFFFB); removeMessageHandler(2, -1); _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; break; case SC_1: scene01_fixEntrance(); 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); _updateCursorCallback = defaultUpdateCursor; 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); _updateCursorCallback = defaultUpdateCursor; 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); scene03_setEaterState(); _updateCursorCallback = scene03_updateCursor; break; #if 0 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); _updateCursorCallback = scene04_updateCursor; 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); _updateCursorCallback = defaultUpdateCursor; 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); _updateCursorCallback = scene06_updateCursor; 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); _updateCursorCallback = defaultUpdateCursor; 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); _updateCursorCallback = scene08_updateCursor; 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); _updateCursorCallback = scene09_updateCursor; 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); _updateCursorCallback = scene10_updateCursor; 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(); _updateCursorCallback = scene11_updateCursor; 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); _updateCursorCallback = defaultUpdateCursor; 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); _updateCursorCallback = defaultUpdateCursor; 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(); _updateCursorCallback = scene14_updateCursor; 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); _updateCursorCallback = scene15_updateCursor; 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); _updateCursorCallback = scene16_updateCursor; 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(); _updateCursorCallback = scene17_updateCursor; 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); _updateCursorCallback = scene18_updateCursor; 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); _updateCursorCallback = scene19_updateCursor; 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); _updateCursorCallback = defaultUpdateCursor; 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); _updateCursorCallback = scene21_updateCursor; 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); _updateCursorCallback = scene22_updateCursor; 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(); _updateCursorCallback = scene23_updateCursor; 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(); _updateCursorCallback = defaultUpdateCursor; 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); _updateCursorCallback = scene25_updateCursor; 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); _updateCursorCallback = scene26_updateCursor; 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); _updateCursorCallback = scene27_updateCursor; 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); _updateCursorCallback = scene28_updateCursor; 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); _updateCursorCallback = scene29_updateCursor; 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); _updateCursorCallback = scene30_updateCursor; 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); _updateCursorCallback = defaultUpdateCursor; 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(); _updateCursorCallback = scene32_updateCursor; 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(); _updateCursorCallback = scene33_updateCursor; 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(); _updateCursorCallback = scene34_updateCursor; 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); _updateCursorCallback = defaultUpdateCursor; 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); _updateCursorCallback = scene36_updateCursor; 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); _updateCursorCallback = scene37_updateCursor; 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); _updateCursorCallback = defaultUpdateCursor; 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); _updateCursorCallback = sceneFinal1_updateCursor; break; #endif 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); break; default: _behaviorManager->initBehavior(0, 0); break; } return true; } int defaultUpdateCursor() { g_fullpipe->updateCursorCommon(); return g_fullpipe->_cursorId; } } // End of namespace Fullpipe