/* 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/gfx.h" #include "fullpipe/objects.h" #include "fullpipe/statics.h" #include "fullpipe/scene.h" #include "fullpipe/gameloader.h" #include "fullpipe/sound.h" #include "fullpipe/motion.h" #include "fullpipe/input.h" #include "fullpipe/messages.h" #include "fullpipe/behavior.h" #include "fullpipe/constants.h" #include "fullpipe/objectnames.h" #include "fullpipe/scenes.h" #include "fullpipe/modal.h" #include "fullpipe/interaction.h" namespace Fullpipe { int defaultUpdateCursor(); void setElevatorButton(const char *name, int state); int sceneIntro_updateCursor(); void sceneIntro_initScene(Scene *sc); int sceneHandlerIntro(ExCommand *cmd); void scene01_fixEntrance(); void scene01_initScene(Scene *sc, int entrance); int sceneHandler01(ExCommand *cmd); void sceneDbgMenu_initScene(Scene *sc); int sceneHandlerDbgMenu(ExCommand *cmd); 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; selector = 0; } 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); if (_aniMan) { _aniMan2 = _aniMan; MctlCompound *cmp = getSc2MctlCompoundBySceneId(entrance->_sceneId); cmp->initMovGraph2(); cmp->addObject(_aniMan); cmp->setEnabled(); getGameLoaderInteractionController()->enableFlag24(); setInputDisabled(0); } else { _aniMan2 = 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; #if 0 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); j_Scene_sc03_sub_40F160(scene); _updateCursorCallback = scene03_updateCursor; 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); _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; } void setElevatorButton(const char *name, int state) { GameVar *var = g_fullpipe->getGameLoaderGameVar()->getSubVarByName("OBJSTATES")->getSubVarByName(sO_LiftButtons); if (var) var->setSubVarAsInt(name, state); } void global_messageHandler_KickStucco() { warning("STUB: global_messageHandler_KickStucco()"); } void global_messageHandler_KickMetal() { warning("STUB: global_messageHandler_KickMetal()"); } int global_messageHandler1(ExCommand *cmd) { debug(0, "global_messageHandler1: %d %d", cmd->_messageKind, cmd->_messageNum); if (cmd->_excFlags & 0x10000) { if (cmd->_messageNum == MV_MAN_TOLADDER) cmd->_messageNum = MV_MAN_TOLADDER2; if (cmd->_messageNum == MV_MAN_STARTLADDER) cmd->_messageNum = MV_MAN_STARTLADDER2; if (cmd->_messageNum == MV_MAN_GOLADDER) cmd->_messageNum = MV_MAN_GOLADDER2; if (cmd->_messageNum == MV_MAN_STOPLADDER) cmd->_messageNum = MV_MAN_STOPLADDER2; } if (g_fullpipe->_inputDisabled) { if (cmd->_messageKind == 17) { switch (cmd->_messageNum) { case 29: case 30: case 36: case 106: cmd->_messageKind = 0; break; default: break; } } } else if (cmd->_messageKind == 17) { switch (cmd->_messageNum) { case MSG_MANSHADOWSON: g_fullpipe->_aniMan->_shadowsOn = 1; break; case MSG_HMRKICK_STUCCO: global_messageHandler_KickStucco(); break; case MSG_MANSHADOWSOFF: g_fullpipe->_aniMan->_shadowsOn = 0; break; case MSG_DISABLESAVES: g_fullpipe->disableSaves(cmd); break; case MSG_ENABLESAVES: g_fullpipe->enableSaves(); break; case MSG_HMRKICK_METAL: global_messageHandler_KickMetal(); break; case 29: // left mouse if (g_fullpipe->_inventoryScene) { if (getGameLoaderInventory()->handleLeftClick(cmd)) cmd->_messageKind = 0; } break; case 107: // right mouse if (getGameLoaderInventory()->getSelectedItemId()) { getGameLoaderInventory()->unselectItem(0); cmd->_messageKind = 0; } break; case 36: // keydown g_fullpipe->defHandleKeyDown(cmd->_keyCode); switch (cmd->_keyCode) { case '\x1B': // ESC if (g_fullpipe->_currentScene) { getGameLoaderInventory()->unselectItem(0); g_fullpipe->openMainMenu(); cmd->_messageKind = 0; } break; case 't': g_fullpipe->stopAllSounds(); cmd->_messageKind = 0; break; case 'u': g_fullpipe->toggleMute(); cmd->_messageKind = 0; break; case ' ': if (getGameLoaderInventory()->getIsLocked()) { if (getGameLoaderInventory()->getIsInventoryOut()) { getGameLoaderInventory()->setIsLocked(0); } } else { getGameLoaderInventory()->slideOut(); getGameLoaderInventory()->setIsLocked(1); } break; case '\t': if (g_fullpipe->_flgCanOpenMap) g_fullpipe->openMap(); cmd->_messageKind = 0; break; case 'p': if (g_fullpipe->_flgCanOpenMap) g_fullpipe->openHelp(); cmd->_messageKind = 0; break; default: break; } break; case 33: if (!g_fullpipe->_inventoryScene) break; int invItem; if (g_fullpipe->_updateFlag && (invItem = g_fullpipe->_inventory->getHoveredItem(&g_fullpipe->_mouseScreenPos))) { g_fullpipe->_cursorId = PIC_CSR_ITN; if (!g_fullpipe->_currSelectedInventoryItemId && !g_fullpipe->_aniMan->_movement && !(g_fullpipe->_aniMan->_flags & 0x100) && g_fullpipe->_aniMan->isIdle()) { int st = g_fullpipe->_aniMan->_statics->_staticsId; ExCommand *newex = 0; if (st == ST_MAN_RIGHT) { newex = new ExCommand(g_fullpipe->_aniMan->_id, 1, rMV_MAN_LOOKUP, 0, 0, 0, 1, 0, 0, 0); } else if (st == (0x4000 | ST_MAN_RIGHT)) { newex = new ExCommand(g_fullpipe->_aniMan->_id, 1, MV_MAN_LOOKUP, 0, 0, 0, 1, 0, 0, 0); } if (newex) { newex->_keyCode = g_fullpipe->_aniMan->_okeyCode; newex->_excFlags |= 3; newex->postMessage(); } } if (g_fullpipe->_currSelectedInventoryItemId != invItem) g_fullpipe->playSound(SND_CMN_070, 0); g_fullpipe->_currSelectedInventoryItemId = invItem; g_fullpipe->setCursor(g_fullpipe->_cursorId); break; } if (g_fullpipe->_updateCursorCallback) g_fullpipe->_updateCursorCallback(); g_fullpipe->_currSelectedInventoryItemId = 0; g_fullpipe->setCursor(g_fullpipe->_cursorId); break; case 65: // open map if (cmd->_field_2C == 11 && cmd->_field_14 == ANI_INV_MAP && g_fullpipe->_flgCanOpenMap) g_fullpipe->openMap(); break; default: break; } } if (cmd->_messageKind == 56) { getGameLoaderInventory()->rebuildItemRects(); ExCommand *newex = new ExCommand(0, 35, SND_CMN_031, 0, 0, 0, 1, 0, 0, 0); newex->_field_14 = 1; newex->_excFlags |= 3; newex->postMessage(); return 1; } else if (cmd->_messageKind == 57) { getGameLoaderInventory()->rebuildItemRects(); return 1; } return 0; } void staticANIObjectCallback(int *arg) { (*arg)--; } int global_messageHandler2(ExCommand *cmd) { if (cmd->_messageKind != 17) return 0; int res = 0; StaticANIObject *ani; switch (cmd->_messageNum) { case 0x44c8: error("0x44c8"); // Unk3_sub_4477A0(&unk3, _parentId, _field_14 != 0); break; case 28: ani = g_fullpipe->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_keyCode); if (ani) ani->_priority = cmd->_field_14; break; case 25: ani = g_fullpipe->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_keyCode); if (ani) { if (cmd->_field_14) { ani->setFlags40(true); ani->_callback2 = staticANIObjectCallback; } else { ani->setFlags40(false); ani->_callback2 = 0; } } break; case 26: ani = g_fullpipe->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_keyCode); if (ani) { Movement *mov = ani->_movement; if (mov) mov->_currDynamicPhase->_field_68 = 0; } break; default: #if 0 // We never put anything into _defMsgArray while (::iterator it = g_fullpipe->_defMsgArray.begin(); it != g_fullpipe->_defMsgArray.end(); ++it) if (((ExCommand *)*it)->_field_24 == _messageNum) { ((ExCommand *)*it)->firef34(v13); res = 1; } #endif //debug_msg(_messageNum); if (!g_fullpipe->_soundEnabled || cmd->_messageNum != 33 || g_fullpipe->_currSoundListCount <= 0) return res; for (int snd = 0; snd < g_fullpipe->_currSoundListCount; snd++) { SoundList *s = g_fullpipe->_currSoundList1[snd]; int ms = s->getCount(); for (int i = 0; i < ms; i++) { s->getSoundByIndex(i)->setPanAndVolumeByStaticAni(); } } } return res; } int global_messageHandler3(ExCommand *cmd) { int result = 0; if (cmd->_messageKind == 17) { switch (cmd->_messageNum) { case 29: case 30: case 31: case 32: case 36: if (g_fullpipe->_inputDisabled) cmd->_messageKind = 0; break; default: break; } } StaticANIObject *ani, *ani2; switch (cmd->_messageKind) { case 17: switch (cmd->_messageNum) { case 61: return g_fullpipe->_gameLoader->preloadScene(cmd->_parentId, cmd->_keyCode); case 62: return g_fullpipe->_gameLoader->gotoScene(cmd->_parentId, cmd->_keyCode); case 64: if (g_fullpipe->_currentScene && g_fullpipe->_msgObjectId2 && (!(cmd->_keyCode & 4) || g_fullpipe->_msgObjectId2 != cmd->_field_14 || g_fullpipe->_msgId != cmd->_field_20)) { ani = g_fullpipe->_currentScene->getStaticANIObject1ById(g_fullpipe->_msgObjectId2, g_fullpipe->_msgId); if (ani) { ani->_flags &= 0xFF7F; ani->_flags &= 0xFEFF; ani->deleteFromGlobalMessageQueue(); } } g_fullpipe->_msgX = 0; g_fullpipe->_msgY = 0; g_fullpipe->_msgObjectId2 = 0; g_fullpipe->_msgId = 0; if ((cmd->_keyCode & 1) || (cmd->_keyCode & 2)) { g_fullpipe->_msgX = cmd->_x; g_fullpipe->_msgY = cmd->_y; } if (cmd->_keyCode & 4) { g_fullpipe->_msgObjectId2 = cmd->_field_14; g_fullpipe->_msgId = cmd->_field_20; } return result; case 29: if (!g_fullpipe->_currentScene) return result; if (g_fullpipe->_gameLoader->_interactionController->_flag24) { ani = g_fullpipe->_currentScene->getStaticANIObjectAtPos(cmd->_sceneClickX, cmd->_sceneClickY); ani2 = g_fullpipe->_currentScene->getStaticANIObject1ById(g_fullpipe->_gameLoader->_field_FA, -1); if (ani) { if (g_fullpipe->_msgObjectId2 == ani->_id && g_fullpipe->_msgId == ani->_okeyCode) { cmd->_messageKind = 0; return result; } if (canInteractAny(ani2, ani, cmd->_keyCode)) { handleObjectInteraction(ani2, ani, cmd->_keyCode); return 1; } } else { int id = g_fullpipe->_currentScene->getPictureObjectIdAtPos(cmd->_sceneClickX, cmd->_sceneClickY); PictureObject *pic = g_fullpipe->_currentScene->getPictureObjectById(id, 0); if (pic) { if (g_fullpipe->_msgObjectId2 == pic->_id && g_fullpipe->_msgId == pic->_okeyCode) { cmd->_messageKind = 0; return result; } if (!ani2 || canInteractAny(ani2, pic, cmd->_keyCode)) { if (!ani2 || (ani2->isIdle() && !(ani2->_flags & 0x80) && !(ani2->_flags & 0x100))) handleObjectInteraction(ani2, pic, cmd->_keyCode); return 1; } } } } if (getSc2MctlCompoundBySceneId(g_fullpipe->_currentScene->_sceneId)->_isEnabled && cmd->_keyCode <= 0) { if (g_fullpipe->_msgX != cmd->_sceneClickX || g_fullpipe->_msgY != cmd->_sceneClickY) { ani = g_fullpipe->_currentScene->getStaticANIObject1ById(g_fullpipe->_gameLoader->_field_FA, -1); if (!ani || (ani->isIdle() && !(ani->_flags & 0x80) && !(ani->_flags & 0x100))) { result = startWalkTo(g_fullpipe->_gameLoader->_field_FA, -1, cmd->_sceneClickX, cmd->_sceneClickY, 0); if (result) { ExCommand *ex = new ExCommand(g_fullpipe->_gameLoader->_field_FA, 17, 64, 0, 0, 0, 1, 0, 0, 0); ex->_keyCode = 1; ex->_excFlags |= 3; ex->_x = cmd->_sceneClickX; ex->_y = cmd->_sceneClickY; ex->postMessage(); } } } else { cmd->_messageKind = 0; } } return result; default: return result; } case 58: g_fullpipe->setCursor(cmd->_keyCode); return result; case 59: setInputDisabled(1); return result; case 60: setInputDisabled(0); return result; case 56: if (cmd->_field_2C) { ani = g_fullpipe->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_keyCode); if (ani) { getGameLoaderInventory()->addItem2(ani); result = 1; } } else { result = 1; getGameLoaderInventory()->addItem(cmd->_parentId, 1); } getGameLoaderInventory()->rebuildItemRects(); return result; case 57: if (cmd->_field_2C) { if (!cmd->_field_20) { getGameLoaderInventory()->removeItem2(g_fullpipe->_currentScene, cmd->_parentId, cmd->_x, cmd->_y, cmd->_field_14); getGameLoaderInventory()->rebuildItemRects(); return 1; } ani = g_fullpipe->_currentScene->getStaticANIObject1ById(g_fullpipe->_gameLoader->_field_FA, -1); if (ani) { getGameLoaderInventory()->removeItem2(g_fullpipe->_currentScene, cmd->_parentId, ani->_ox + cmd->_x, ani->_oy + cmd->_y, ani->_priority + cmd->_field_14); getGameLoaderInventory()->rebuildItemRects(); return 1; } } else { getGameLoaderInventory()->removeItem(cmd->_parentId, 1); } getGameLoaderInventory()->rebuildItemRects(); return 1; case 55: if (g_fullpipe->_currentScene) { GameObject *obj; if (cmd->_field_14) obj = g_fullpipe->_currentScene->getStaticANIObject1ById(cmd->_x, cmd->_y); else obj = g_fullpipe->_currentScene->getPictureObjectById(cmd->_x, cmd->_y); handleObjectInteraction(g_fullpipe->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_keyCode), obj, cmd->_field_20); result = 1; } return result; case 51: return startWalkTo(cmd->_parentId, cmd->_keyCode, cmd->_x, cmd->_y, cmd->_field_20); case 52: return doSomeAnimation(cmd->_parentId, cmd->_keyCode, cmd->_field_20); case 53: return doSomeAnimation2(cmd->_parentId, cmd->_keyCode); case 63: if (cmd->_objtype == kObjTypeObjstateCommand) { ObjstateCommand *c = (ObjstateCommand *)cmd; result = 1; g_fullpipe->setObjectState(c->_objCommandName, c->_value); } return result; default: return result; } } int global_messageHandler4(ExCommand *cmd) { StaticANIObject *ani = 0; switch (cmd->_messageKind) { case 18: { MessageQueue *mq = new MessageQueue(g_fullpipe->_currentScene->getMessageQueueById(cmd->_messageNum), cmd->_parId, 0); if (cmd->_excFlags & 1) mq->_flag1 = 1; else mq->_flag1 = 0; mq->sendNextCommand(); break; } case 2: if (!g_fullpipe->_currentScene) break; ani = g_fullpipe->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_keyCode); if (!ani) break; ani->trySetMessageQueue(cmd->_messageNum, cmd->_parId); break; case 1: { if (!g_fullpipe->_currentScene) break; ani = g_fullpipe->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_keyCode); if (!ani) break; int flags = cmd->_field_14; if (flags <= 0) flags = -1; if (cmd->_excFlags & 1) ani->startAnim(cmd->_messageNum, 0, flags); else ani->startAnim(cmd->_messageNum, cmd->_parId, flags); break; } case 8: if (!g_fullpipe->_currentScene) break; ani = g_fullpipe->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_keyCode); if (!ani) break; ani->startAnimEx(cmd->_messageNum, cmd->_parId, -1, -1); break; case 20: { if (!g_fullpipe->_currentScene) break; ani = g_fullpipe->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_keyCode); if (!ani) break; int flags = cmd->_field_14; if (flags <= 0) flags = -1; ExCommand2 *cmd2 = (ExCommand2 *)cmd; if (cmd->_excFlags & 1) { ani->startAnimSteps(cmd->_messageNum, 0, cmd->_x, cmd->_y, cmd2->_points, cmd2->_pointsSize >> 3, flags); } else { ani->startAnimSteps(cmd->_messageNum, cmd->_parId, cmd->_x, cmd->_y, cmd2->_points, cmd2->_pointsSize >> 3, flags); } break; } case 21: if (!g_fullpipe->_currentScene) break; ani = g_fullpipe->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_keyCode); if (!ani) break; ani->queueMessageQueue(0); ani->playIdle(); break; case 9: // Nop in original break; case 3: g_fullpipe->_currentScene->_y = cmd->_messageNum - cmd->_messageNum % g_fullpipe->_scrollSpeed; break; case 4: g_fullpipe->_currentScene->_x = cmd->_messageNum - cmd->_messageNum % g_fullpipe->_scrollSpeed; break; case 19: { if (!g_fullpipe->_currentScene) break; ani = g_fullpipe->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_keyCode); if (!ani) break; MessageQueue *mq = ani->getMessageQueue(); MessageQueue *mq2 = ani->changeStatics1(cmd->_messageNum); if (!mq2 || !mq2->getExCommandByIndex(0) || !mq) break; mq2->_parId = mq->_id; mq2->_flag1 = (cmd->_field_24 == 0); break; } case 22: if (!g_fullpipe->_currentScene) break; ani = g_fullpipe->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_keyCode); if (!ani) break; ani->_flags |= 4; ani->changeStatics2(cmd->_messageNum); break; case 6: if (!g_fullpipe->_currentScene) break; ani = g_fullpipe->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_keyCode); if (!ani) break; ani->hide(); break; case 27: if (!g_fullpipe->_currentScene || g_fullpipe->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_keyCode) == 0) { ani = g_fullpipe->accessScene(cmd->_field_20)->getStaticANIObject1ById(cmd->_parentId, -1); if (ani) { ani = new StaticANIObject(ani); g_fullpipe->_currentScene->addStaticANIObject(ani, 1); } } // fall through case 5: if (g_fullpipe->_currentScene) ani = g_fullpipe->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_keyCode); if (!ani) break; if (cmd->_field_14 >= 0) ani->_priority = cmd->_field_14; ani->show1(cmd->_x, cmd->_y, cmd->_messageNum, cmd->_parId); break; case 10: if (!g_fullpipe->_currentScene) break; ani = g_fullpipe->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_keyCode); if (!ani) break; if (cmd->_field_14 >= 0) ani->_priority = cmd->_field_14; ani->show2(cmd->_x, cmd->_y, cmd->_messageNum, cmd->_parId); break; case 7: { if (!g_fullpipe->_currentScene->_picObjList.size()) break; int offX = g_fullpipe->_scrollSpeed * (cmd->_x / g_fullpipe->_scrollSpeed); int offY = g_fullpipe->_scrollSpeed * (cmd->_y / g_fullpipe->_scrollSpeed); if (cmd->_messageNum) { g_fullpipe->_currentScene->_x = offX - g_fullpipe->_sceneRect.left; g_fullpipe->_currentScene->_y = offY - g_fullpipe->_sceneRect.top; if (cmd->_field_24) { g_fullpipe->_currentScene->_messageQueueId = cmd->_parId; } } else { g_fullpipe->_sceneRect.moveTo(offX, offY); g_fullpipe->_currentScene->_x = 0; g_fullpipe->_currentScene->_y = 0; g_fullpipe->_currentScene->updateScrolling2(); } break; } case 34: if (!g_fullpipe->_currentScene) break; ani = g_fullpipe->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_keyCode); if (!ani) break; ani->_flags = cmd->_messageNum | (ani->_flags & ~cmd->_field_14); break; case 35: global_messageHandler_handleSound(cmd); break; case 11: case 12: break; default: return 0; break; } return 1; } int MovGraph_messageHandler(ExCommand *cmd) { if (cmd->_messageKind != 17) return 0; if (cmd->_messageNum != 33) return 0; StaticANIObject *ani = g_fullpipe->_currentScene->getStaticANIObject1ById(g_fullpipe->_gameLoader->_field_FA, -1); if (!getSc2MctlCompoundBySceneId(g_fullpipe->_currentScene->_sceneId)) return 0; if (getSc2MctlCompoundBySceneId(g_fullpipe->_currentScene->_sceneId)->_objtype != kObjTypeMovGraph || !ani) return 0; MovGraph *gr = (MovGraph *)getSc2MctlCompoundBySceneId(g_fullpipe->_currentScene->_sceneId); MovGraphLink *link = 0; double mindistance = 1.0e10; Common::Point point; for (ObList::iterator i = gr->_links.begin(); i != gr->_links.end(); ++i) { point.x = ani->_ox; point.y = ani->_oy; double dst = gr->calcDistance(&point, (MovGraphLink *)(*i), 0); if (dst >= 0.0 && dst < mindistance) { mindistance = dst; link = (MovGraphLink *)(*i); } } int top; if (link) { MovGraphNode *node = link->_movGraphNode1; double sq = (ani->_oy - node->_y) * (ani->_oy - node->_y) + (ani->_ox - node->_x) * (ani->_ox - node->_x); int off = (node->_field_14 >> 16) & 0xFF; double off2 = (link->_movGraphNode2->_field_14 >> 8) & 0xff - off; top = off + (int)(sqrt(sq) * off2 / link->_distance); } else { top = (gr->calcOffset(ani->_ox, ani->_oy)->_field_14 >> 8) & 0xff; } if (ani->_movement) { ani->_movement->_currDynamicPhase->_rect->top = 255 - top; return 0; } if (ani->_statics) ani->_statics->_rect->top = 255 - top; return 0; } int defaultUpdateCursor() { g_fullpipe->updateCursorsCommon(); return g_fullpipe->_cursorId; } int sceneIntro_updateCursor() { g_fullpipe->_cursorId = 0; return 0; } void FullpipeEngine::setSwallowedEggsState() { GameVar *v = _gameLoader->_gameVar->getSubVarByName("OBJSTATES")->getSubVarByName(sO_GulpedEggs); g_vars->swallowedEgg1 = v->getSubVarByName(sO_Egg1); g_vars->swallowedEgg2 = v->getSubVarByName(sO_Egg2); g_vars->swallowedEgg3 = v->getSubVarByName(sO_Egg3); g_vars->swallowedEgg1->_value.intValue = 0; g_vars->swallowedEgg2->_value.intValue = 0; g_vars->swallowedEgg3->_value.intValue = 0; } void sceneIntro_initScene(Scene *sc) { g_fullpipe->_gameLoader->loadScene(SC_INTRO2); g_vars->sceneIntro_aniin1man = sc->getStaticANIObject1ById(ANI_IN1MAN, -1); g_vars->sceneIntro_needSleep = true; g_vars->sceneIntro_needGetup = false; g_vars->sceneIntro_playing = true; g_vars->sceneIntro_needBlackout = false; if (g_fullpipe->_recordEvents || g_fullpipe->_inputArFlag) g_vars->sceneIntro_skipIntro = false; g_fullpipe->_modalObject = new ModalIntro; } int sceneHandlerIntro(ExCommand *cmd) { warning("STUB: sceneHandlerIntro()"); return 0; } void scene01_fixEntrance() { GameVar *var = g_fullpipe->getGameLoaderGameVar()->getSubVarByName("OBJSTATES")->getSubVarByName("SAVEGAME"); if (var->getSubVarAsInt("Entrance") == TrubaLeft) var->setSubVarAsInt("Entrance", TrubaRight); } void scene01_initScene(Scene *sc, int entrance) { g_vars->scene01_picSc01Osk = sc->getPictureObjectById(PIC_SC1_OSK, 0); g_vars->scene01_picSc01Osk->_flags &= 0xFFFB; g_vars->scene01_picSc01Osk2 = sc->getPictureObjectById(PIC_SC1_OSK2, 0); g_vars->scene01_picSc01Osk2->_flags &= 0xFFFB; if (g_fullpipe->getObjectState(sO_EggCracker) == g_fullpipe->getObjectEnumState(sO_EggCracker, sO_DidNotCrackEgg)) { PictureObject *pic = sc->getPictureObjectById(PIC_SC1_KUCHKA, 0); if (pic) pic->_flags &= 0xFFFB; } if (entrance != TrubaLeft) { StaticANIObject *bootAnim = sc->getStaticANIObject1ById(ANI_BOOT_1, -1); if (bootAnim) bootAnim->_flags &= ~0x04; } setElevatorButton(sO_Level2, ST_LBN_2N); } int sceneHandler01(ExCommand *cmd) { int res = 0; if (cmd->_messageKind != 17) return 0; if (cmd->_messageNum > MSG_SC1_SHOWOSK) { if (cmd->_messageNum == MSG_SC1_UTRUBACLICK) handleObjectInteraction(g_fullpipe->_aniMan, g_fullpipe->_currentScene->getPictureObjectById(PIC_SC1_LADDER, 0), 0); return 0; } if (cmd->_messageNum == MSG_SC1_SHOWOSK) { g_vars->scene01_picSc01Osk->_flags |= 4; g_vars->scene01_picSc01Osk->_priority = 20; g_vars->scene01_picSc01Osk2->_priority = 21; return 0; } if (cmd->_messageNum != 0x21) { if (cmd->_messageNum == MSG_SC1_SHOWOSK2) { g_vars->scene01_picSc01Osk2->_flags |= 4; g_vars->scene01_picSc01Osk2->_priority = 20; g_vars->scene01_picSc01Osk->_priority = 21; return 0; } return 0; } if (g_fullpipe->_aniMan2) { if (g_fullpipe->_aniMan2->_ox < g_fullpipe->_sceneRect.left + 200) { g_fullpipe->_currentScene->_x = g_fullpipe->_aniMan2->_ox - g_fullpipe->_sceneRect.left - 300; } if (g_fullpipe->_aniMan2->_ox > g_fullpipe->_sceneRect.right - 200) g_fullpipe->_currentScene->_x = g_fullpipe->_aniMan2->_ox - g_fullpipe->_sceneRect.right + 300; res = 1; } g_fullpipe->_behaviorManager->updateBehaviors(); g_fullpipe->startSceneTrack(); return res; } void sceneDbgMenu_initScene(Scene *sc) { g_vars->selector = sc->getPictureObjectById(PIC_SCD_SEL, 0); getGameLoaderInteractionController()->disableFlag24(); setInputDisabled(0); } GameObject *sceneHandlerDbgMenu_getObjectAtXY(int x, int y) { if (g_fullpipe->_currentScene) for (uint i = 0; i < g_fullpipe->_currentScene->_picObjList.size(); i++) { PictureObject *pic = (PictureObject *)g_fullpipe->_currentScene->_picObjList[i]; if (x >= pic->_ox && y >= pic->_oy) { Common::Point point; pic->getDimensions(&point); if (x <= pic->_ox + point.x && y <= pic->_oy + point.y && pic != g_vars->selector) return pic; } } return 0; } int sceneHandlerDbgMenu(ExCommand *ex) { if (ex->_messageKind != 17) return 0; int mx = g_fullpipe->_mouseScreenPos.x + g_fullpipe->_sceneRect.left; int my = g_fullpipe->_mouseScreenPos.y + g_fullpipe->_sceneRect.top; if (ex->_messageNum == 29) { GameObject *obj = sceneHandlerDbgMenu_getObjectAtXY(mx, my); if (obj && canInteractAny(0, obj, -3) ) { getGameLoaderInteractionController()->enableFlag24(); handleObjectInteraction(0, obj, 0); } return 0; } if (ex->_messageNum != 33) { if (ex->_messageNum == MSG_RESTARTGAME) { g_fullpipe->_needRestart = true; return 0; } return 0; } g_fullpipe->_cursorId = PIC_CSR_DEFAULT; GameObject *obj = g_fullpipe->_currentScene->getStaticANIObjectAtPos(mx, my); if (obj) { if (canInteractAny(0, obj, -3)) { g_fullpipe->_cursorId = PIC_CSR_DEFAULT; g_fullpipe->setCursor(PIC_CSR_DEFAULT); return 0; } } else { obj = sceneHandlerDbgMenu_getObjectAtXY(mx, my); if (obj && canInteractAny(0, obj, -3) ) { g_vars->selector->_flags |= 4; g_vars->selector->setOXY(obj->_ox, obj->_oy); g_fullpipe->_cursorId = PIC_CSR_DEFAULT; g_fullpipe->setCursor(PIC_CSR_DEFAULT); return 0; } g_vars->selector->_flags &= 0xFFFB; } g_fullpipe->setCursor(g_fullpipe->_cursorId); return 0; } } // End of namespace Fullpipe