/* 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" #define DBG 0 namespace Fullpipe { struct Bat { StaticANIObject *ani; int field_4; double power; double field_10; double currX; double currY; double powerCos; double powerSin; }; void scene27_initScene(Scene *sc) { g_vars->scene27_hitZone = sc->getPictureObjectById(PIC_SC27_HITZONE2, 0); g_vars->scene27_driver = sc->getStaticANIObject1ById(ANI_VODILLA, -1); g_vars->scene27_maid = sc->getStaticANIObject1ById(ANI_MAID, -1); g_vars->scene27_batHandler = sc->getStaticANIObject1ById(ANI_BITAHANDLER, -1); g_vars->scene27_balls.numBalls = 0; g_vars->scene27_balls.pTail = 0; g_vars->scene27_balls.field_8 = 0; g_vars->scene27_balls.pHead = 0; g_vars->scene27_balls.cPlexLen = 10; free(g_vars->scene27_balls.cPlex); g_vars->scene27_balls.cPlex = 0; g_vars->scene27_bats.clear(); g_vars->scene27_var07.clear(); g_vars->scene27_driverHasVent = true; g_vars->scene27_bat = sc->getStaticANIObject1ById(ANI_BITA, -1); for (int i = 0; i < 4; i++) { StaticANIObject *newbat = new StaticANIObject(g_vars->scene27_bat); Ball *runPtr = g_vars->scene27_balls.pTail; Ball *lastP = g_vars->scene27_balls.field_8; if (!g_vars->scene27_balls.pTail) { g_vars->scene27_balls.cPlex = (byte *)calloc(g_vars->scene27_balls.cPlexLen, sizeof(Ball)); byte *p1 = g_vars->scene27_balls.cPlex + (g_vars->scene27_balls.cPlexLen - 1) * sizeof(Ball); if (g_vars->scene27_balls.cPlexLen - 1 < 0) { runPtr = g_vars->scene27_balls.pTail; } else { runPtr = g_vars->scene27_balls.pTail; for (int j = 0; j < g_vars->scene27_balls.cPlexLen; j++) { ((Ball *)p1)->p1 = runPtr; runPtr = (Ball *)p1; p1 -= sizeof(Ball); } g_vars->scene27_balls.pTail = runPtr; } } g_vars->scene27_balls.pTail = runPtr->p0; runPtr->p1 = lastP; runPtr->p0 = 0; runPtr->ani = newbat; g_vars->scene27_balls.numBalls++; if (g_vars->scene27_balls.field_8) g_vars->scene27_balls.field_8->p0 = runPtr; else g_vars->scene27_balls.pHead = runPtr; g_vars->scene27_balls.field_8 = runPtr; sc->addStaticANIObject(newbat, 1); } g_vars->scene27_dudeIsAiming = false; g_vars->scene27_maxPhaseReached = false; g_vars->scene27_wipeIsNeeded = false; g_vars->scene27_driverPushedButton = false; g_vars->scene27_numLostBats = 0; g_vars->scene27_knockCount = 0; g_vars->scene27_launchPhase = 0; Scene *oldsc = g_fp->_currentScene; g_fp->_currentScene = sc; if (g_fp->getObjectState(sO_Maid) == g_fp->getObjectEnumState(sO_Maid, sO_WithSwab)) { g_vars->scene27_maid->changeStatics2(ST_MID_SWAB2); } else if (g_fp->getObjectState(sO_Maid) == g_fp->getObjectEnumState(sO_Maid, sO_WithBroom)) { g_vars->scene27_maid->changeStatics2(ST_MID_BROOM); } else if (g_fp->getObjectState(sO_Maid) == g_fp->getObjectEnumState(sO_Maid, sO_WithSpade)) { g_vars->scene27_maid->changeStatics2(ST_MID_SPADE); } g_fp->_currentScene = oldsc; g_fp->setArcadeOverlay(PIC_CSR_ARCADE7); } int scene27_updateCursor() { g_fp->updateCursorCommon(); if (g_vars->scene27_dudeIsAiming) { if (g_fp->_cursorId != PIC_CSR_DEFAULT_INV && g_fp->_cursorId != PIC_CSR_ITN_INV) g_fp->_cursorId = PIC_CSR_ARCADE7_D; } else if (g_fp->_objectIdAtCursor == ANI_MAN) { if (g_vars->scene27_maxPhaseReached) if (g_fp->_cursorId == PIC_CSR_DEFAULT) g_fp->_cursorId = PIC_CSR_ITN; } return g_fp->_cursorId; } void sceneHandler27_driverGiveVent() { g_vars->scene27_driver->changeStatics2(ST_DRV_VENT); g_vars->scene27_driver->startMQIfIdle(QU_DRV_GIVEVENT, 1); g_vars->scene27_driverHasVent = false; getCurrSceneSc2MotionController()->activate(); getGameLoaderInteractionController()->enableFlag24(); g_fp->_behaviorManager->setFlagByStaticAniObject(g_fp->_aniMan, 1); } void sceneHandler27_winArcade() { if (g_fp->getObjectState(sO_Driver) == g_fp->getObjectEnumState(sO_Driver, sO_WithSteering)) { g_vars->scene27_dudeIsAiming = false; g_fp->_aniMan->_callback2 = 0; g_fp->_aniMan->changeStatics2(ST_MAN_RIGHT); sceneHandler27_driverGiveVent(); } } void sceneHandler27_takeVent() { if (g_fp->getObjectState(sO_Maid) == g_fp->getObjectEnumState(sO_Maid, sO_WithSwab)) { if (g_vars->scene27_maid->isIdle()) { if (g_vars->scene27_maid->_flags & 4) { g_vars->scene27_maid->changeStatics2(ST_MID_SWAB2); g_vars->scene27_maid->startMQIfIdle(QU_MID_CLEANVENT, 1); } } } } void sceneHandler27_showNextBat() { if (g_vars->scene27_bat) { MessageQueue *mq = new MessageQueue(g_fp->_currentScene->getMessageQueueById(QU_SC27_SHOWBET), 0, 1); mq->replaceKeyCode(-1, g_vars->scene27_bat->_okeyCode); mq->chain(0); } g_vars->scene27_batHandler->_priority = 1045; } int sceneHandler27_updateScreenCallback() { int res; res = g_fp->drawArcadeOverlay(getGameLoaderInteractionController()->_flag24 == 0); if (!res) g_fp->_updateScreenCallback = 0; return res; } void sceneHandler27_aniManCallback(int *phase) { if (!g_vars->scene27_maxPhaseReached) { if (*phase >= 5) g_vars->scene27_maxPhaseReached = true; else ++*phase; } } void sceneHandler27_throwBat() { if (getGameLoaderInteractionController()->_flag24) g_fp->_updateScreenCallback = sceneHandler27_updateScreenCallback; g_fp->_aniMan->_callback2 = sceneHandler27_aniManCallback; g_fp->_aniMan->startAnim(MV_MAN27_THROWBET, 0, -1); getCurrSceneSc2MotionController()->deactivate(); getGameLoaderInteractionController()->disableFlag24(); g_fp->_behaviorManager->setFlagByStaticAniObject(g_fp->_aniMan, 0); g_vars->scene27_maxPhaseReached = false; g_vars->scene27_bat->hide(); } void sceneHandler27_clickBat(ExCommand *cmd) { int bx = g_vars->scene27_bat->_ox - 5; int by = g_vars->scene27_bat->_oy - 71; #if DBG sceneHandler27_throwBat(); return; #endif if (ABS(bx - g_fp->_aniMan->_ox) > 1 || ABS(by - g_fp->_aniMan->_oy) > 1 || g_fp->_aniMan->_movement || g_fp->_aniMan->_statics->_staticsId != ST_MAN_RIGHT) { MessageQueue *mq = getCurrSceneSc2MotionController()->startMove(g_fp->_aniMan, bx, by, 1, ST_MAN_RIGHT); if (mq) { mq->addExCommandToEnd(cmd->createClone()); postExCommand(g_fp->_aniMan->_id, 2, bx, by, 0, -1); } } else { sceneHandler27_throwBat(); } } void sceneHandler27_maidSwab() { #if DBG return; #endif if (g_fp->getObjectState(sO_Maid) == g_fp->getObjectEnumState(sO_Maid, sO_WithSwab)) g_vars->scene27_maid->changeStatics2(ST_MID_SWAB); } void sceneHandler27_startBat(StaticANIObject *bat) { Bat *newbat = new Bat; newbat->power = g_vars->scene27_launchPhase * 2.5 + 8.0; newbat->field_10 = 0; newbat->ani = bat; newbat->powerCos = newbat->power * cos(0.0); newbat->powerSin = newbat->power * sin(0.0); newbat->currX = newbat->powerCos + (double)g_fp->_aniMan->_ox + 42.0; newbat->currY = newbat->powerSin + (double)g_fp->_aniMan->_oy + 58.0; bat->_statics = (Statics *)bat->_staticsList[0]; bat->setOXY((int)newbat->currX, (int)newbat->currY); bat->_flags |= 4; g_vars->scene27_bats.push_back(newbat); sceneHandler27_maidSwab(); } void sceneHandler27_startAiming() { g_vars->scene27_dudeIsAiming = false; g_vars->scene27_maxPhaseReached = false; g_fp->_aniMan->_callback2 = 0; g_vars->scene27_launchPhase = g_fp->_aniMan->_movement->_currDynamicPhaseIndex - 6; int phase = 21 - g_vars->scene27_launchPhase; if (phase < 14) phase = 14; if (phase > 20) phase = 20; g_fp->playSound(SND_27_044, 0); g_fp->_aniMan->_movement->setDynamicPhaseIndex(phase); } void sceneHandler27_initAiming(ExCommand *cmd) { g_vars->scene27_aimStartX = cmd->_x; g_vars->scene27_aimStartY = cmd->_y; g_vars->scene27_dudeIsAiming = true; g_vars->scene27_maxPhaseReached = false; } void sceneHandler27_aimDude() { int phase = (g_vars->scene27_aimStartX - g_fp->_mouseScreenPos.x) / 20 + 6; if (phase < 6) phase = 6; if (phase > 11) phase = 11; if (g_fp->_aniMan->_movement) g_fp->_aniMan->_movement->setDynamicPhaseIndex(phase); } void sceneHandler27_wipeDo() { for (uint i = 0; i < g_vars->scene27_bats.size(); i++) { if (g_vars->scene27_bats[i]->currX < 800.0) { g_vars->scene27_bats[i]->field_10 = atan2(520.0 - g_vars->scene27_bats[i]->currY, 800.0 - g_vars->scene27_bats[i]->currX); g_vars->scene27_bats[i]->power += 1.0; } } } bool sceneHandler27_batFallLogic(uint batn) { Bat *bat = g_vars->scene27_bats[batn]; int y = (int)((bat->currY - 458.0) * 0.4848484848484849 + 734.0); if (y >= bat->currX) return false; if (bat->currX - y > 15.0 || bat->ani->_statics->_staticsId == ST_BTA_FALL) { bat->ani->_priority = 2020; g_vars->scene27_var07.push_back(bat); if (batn != g_vars->scene27_var07.size() - 1) g_vars->scene27_var07.remove_at(batn); } else if (!bat->ani->_movement) { bat->ani->startAnim(MV_BTA_FALL, 0, -1); } return true; } bool sceneHandler27_batCalcDistance(int bat1, int bat2) { double at = atan2(g_vars->scene27_bats[bat1]->currY - g_vars->scene27_bats[bat2]->currY, g_vars->scene27_bats[bat1]->currX - g_vars->scene27_bats[bat2]->currX); double dy = g_vars->scene27_bats[bat1]->currY - g_vars->scene27_bats[bat2]->currY; double dx = g_vars->scene27_bats[bat1]->currX - g_vars->scene27_bats[bat2]->currX; double ay = cos(at); double ax = sin(at); return sqrt(ax * ax * 0.25 + ay * ay) * 54.0 > sqrt(dx * dx + dy * dy); } void sceneHandler27_knockBats(int bat1n, int bat2n) { Bat *bat1 = g_vars->scene27_bats[bat1n]; Bat *bat2 = g_vars->scene27_bats[bat2n]; if (0.0 != bat1->power) { double rndF = (double)g_fp->_rnd->getRandomNumber(32767) * 0.0000009155552842799158 - 0.015 + atan2(bat2->currY - bat1->currY, bat2->currX - bat1->currX); double rndCos = cos(rndF); double rndSin = sin(rndF); double pow1x = cos(bat1->field_10 - rndF) * (double)((int)(bat2->currX - bat1->currX) >= 0 ? 1 : -1) * bat1->power; double pow1y = sin(bat1->field_10 - rndF) * (double)((int)(bat2->currY - bat1->currY) >= 0 ? 1 : -1) * bat1->power; bat1->powerCos -= pow1x * 1.1; bat1->powerSin -= pow1y * 1.1; rndF = ((double)g_fp->_rnd->getRandomNumber(32767) * 0.0000009155552842799158 - 0.015 + atan2(bat1->currY - bat2->currY, bat1->currX - bat2->currX)); double pow2x = cos(bat2->field_10 - rndF) * (double)((int)(bat1->currX - bat2->currX) >= 0 ? 1 : -1) * bat2->power; double pow2y = sin(bat2->field_10 - rndF) * (double)((int)(bat1->currY - bat2->currY) >= 0 ? 1 : -1) * bat2->power; bat2->powerCos -= pow2x * 1.1; bat2->powerSin -= pow2y * 1.1; double dy = bat1->currY - bat2->currY; double dx = bat1->currX - bat2->currX; double dist = (sqrt(rndSin * rndSin * 0.25 + rndCos * rndCos) * 54.0 - sqrt(dx * dx + dy * dy)) / cos(rndF - bat1->field_10); bat1->currX -= cos(bat1->field_10) * (dist + 1.0); bat1->currY -= sin(bat1->field_10) * (dist + 1.0); bat1->powerCos += pow2x * 0.64; if (bat1->currX <= 500.0) bat1->powerSin = 0.0; else bat1->powerSin += pow2y * 0.64; bat1->field_10 = atan2(bat1->powerSin, bat1->powerCos); bat1->power = sqrt(bat1->powerCos * bat1->powerCos + bat1->powerSin * bat1->powerSin); bat2->powerCos += pow1x * 0.64; if (bat2->currX <= 500.0) bat2->powerSin = 0; else bat2->powerSin += pow1y * 0.64; bat2->field_10 = atan2(bat2->powerSin, bat2->powerCos); bat2->power = sqrt(bat2->powerCos * bat2->powerCos + bat2->powerSin * bat2->powerSin); g_fp->playSound(SND_27_026, 0); } } void sceneHandler27_batSetColors(int batn) { Bat *bat = g_vars->scene27_bats[batn]; if (g_vars->scene27_hitZone->isPixelHitAtPos((int)bat->currX, (int)bat->currY) ) { if (bat->ani->_statics->_staticsId == ST_BTA_NORM) { if (!bat->ani->_movement) bat->ani->_statics = bat->ani->getStaticsById(ST_BTA_HILITE); } } else { if (bat->ani->_statics->_staticsId == ST_BTA_HILITE) { if (!bat->ani->_movement) bat->ani->_statics = bat->ani->getStaticsById(ST_BTA_NORM); } } } void sceneHandler27_driverPushButton() { if (g_fp->getObjectState(sO_Driver) == g_fp->getObjectEnumState(sO_Driver, sO_WithSteering)) { g_vars->scene27_driver->changeStatics2(ST_DRV_VENT); chainQueue(QU_DRV_PUSHBUTTON, 1); g_vars->scene27_driverPushedButton = true; } else { g_vars->scene27_driver->changeStatics2(ST_DRV_SITNOVENT); chainQueue(QU_DRV_PUSHBUTTON_NOVENT, 1); g_vars->scene27_driverPushedButton = true; } } void sceneHandler27_maidSwitchback() { #ifndef DBG if (g_fp->getObjectState(sO_Maid) == g_fp->getObjectEnumState(sO_Maid, sO_WithSwab)) { g_vars->scene27_maid->changeStatics2(ST_MID_SWAB); g_vars->scene27_maid->startMQIfIdle(QU_MID_SWITCHBACK, 1); } #endif } void sceneHandler27_batLogic() { if (g_vars->scene27_balls.numBalls) { g_vars->scene27_bat = g_vars->scene27_balls.pHead->ani; g_vars->scene27_balls.pHead = g_vars->scene27_balls.pHead->p0; if (g_vars->scene27_balls.pHead) g_vars->scene27_balls.pHead->p0->p1 = 0; else g_vars->scene27_balls.field_8 = 0; g_vars->scene27_balls.init(&g_vars->scene27_balls.pHead->p0); int mv; switch (g_vars->scene27_batHandler->_statics->_staticsId) { case ST_BTH_5: mv = MV_BTH_5_4; break; case ST_BTH_4: mv = MV_BTH_4_3; break; case ST_BTH_3: mv = MV_BTH_3_2; break; case ST_BTH_2: mv = MV_BTH_2_1; break; case ST_BTH_1: mv = MV_BTH_1_0; break; default: chainQueue(QU_SC27_RESTARTBETS, 1); getCurrSceneSc2MotionController()->activate(); getGameLoaderInteractionController()->enableFlag24(); g_fp->_behaviorManager->setFlagByStaticAniObject(g_fp->_aniMan, 1); return; } MessageQueue *mq = new MessageQueue(g_fp->_globalMessageQueueList->compact()); mq->setFlags(mq->getFlags() | 1); ExCommand *ex = new ExCommand(g_vars->scene27_batHandler->_id, 1, mv, 0, 0, 0, 1, 0, 0, 0); ex->_excFlags |= 2; mq->addExCommandToEnd(ex); ex = new ExCommand(0, 17, MSG_SC27_CLICKBET, 0, 0, 0, 1, 0, 0, 0); ex->_excFlags |= 3; mq->addExCommandToEnd(ex); mq->chain(0); } else { g_vars->scene27_bat = 0; } } void sceneHandler27_calcWinArcade() { if (!g_vars->scene27_wipeIsNeeded && !g_vars->scene27_driverPushedButton) { int numHilite = 0; for (uint i = 0; i < g_vars->scene27_bats.size(); i++) { if (g_vars->scene27_bats[i]->ani->_statics->_staticsId == ST_BTA_HILITE) numHilite++; } if (numHilite >= 3) { if (g_fp->getObjectState(sO_Driver) == g_fp->getObjectEnumState(sO_Driver, sO_WithSteering)) { sceneHandler27_driverGiveVent(); sceneHandler27_maidSwitchback(); return; } } if (!g_vars->scene27_balls.numBalls) { sceneHandler27_driverPushButton(); sceneHandler27_maidSwitchback(); return; } sceneHandler27_batLogic(); } sceneHandler27_maidSwitchback(); } void sceneHandler27_regenBats() { g_vars->scene27_wipeIsNeeded = false; for (uint i = 0; i < g_vars->scene27_var07.size(); i++) { g_vars->scene27_var07[i]->ani->hide(); Ball *runPtr = g_vars->scene27_balls.pTail; Ball *lastP = g_vars->scene27_balls.field_8; StaticANIObject *newbat = g_vars->scene27_var07[i]->ani; if (!g_vars->scene27_balls.pTail) { g_vars->scene27_balls.cPlex = (byte *)calloc(g_vars->scene27_balls.cPlexLen, sizeof(Ball)); byte *p1 = g_vars->scene27_balls.cPlex + (g_vars->scene27_balls.cPlexLen - 1) * sizeof(Ball); if (g_vars->scene27_balls.cPlexLen - 1 < 0) { runPtr = g_vars->scene27_balls.pTail; } else { runPtr = g_vars->scene27_balls.pTail; for (int j = 0; j < g_vars->scene27_balls.cPlexLen; j++) { ((Ball *)p1)->p1 = runPtr; runPtr = (Ball *)p1; p1 -= sizeof(Ball); } g_vars->scene27_balls.pTail = runPtr; } } g_vars->scene27_balls.pTail = runPtr->p0; runPtr->p1 = lastP; runPtr->p0 = 0; runPtr->ani = newbat; g_vars->scene27_balls.numBalls++; if (g_vars->scene27_balls.field_8) g_vars->scene27_balls.field_8->p0 = runPtr; else g_vars->scene27_balls.pHead = runPtr; g_vars->scene27_balls.field_8 = runPtr; } g_vars->scene27_var07.clear(); sceneHandler27_batLogic(); g_vars->scene27_driverPushedButton = false; } void sceneHandler27_animateBats() { int oldCount = g_vars->scene27_knockCount; g_vars->scene27_numLostBats = 0; g_vars->scene27_knockCount = 0; for (uint i = 0; i < g_vars->scene27_bats.size(); i++) { Bat *bat = g_vars->scene27_bats[i]; bat->currX = cos(bat->field_10) * bat->power + bat->currX; bat->currY = sin(bat->field_10) * bat->power + bat->currY; bat->ani->setOXY((int)bat->currX, (int)bat->currY); bat->ani->_priority = (int)(600.0 - bat->currY); double powerDelta; if (cos(bat->field_10) >= 0.0 || bat->currX >= 362.0) powerDelta = bat->power * 0.035; else powerDelta = bat->power * 0.4; bat->power -= powerDelta; bat->powerCos = cos(bat->field_10) * bat->power; bat->powerSin = sin(bat->field_10) * bat->power; if (bat->power >= 0.5) g_vars->scene27_knockCount++; else bat->power = 0; sceneHandler27_batSetColors(i); if (!sceneHandler27_batFallLogic(i) && !g_vars->scene27_wipeIsNeeded) { for (uint j = 0; j < g_vars->scene27_bats.size(); j++) { if (i != j && sceneHandler27_batCalcDistance(i, j)) sceneHandler27_knockBats(i, j); } } } for (uint i = 0; i < g_vars->scene27_var07.size(); i++) { Bat *bat = g_vars->scene27_var07[i]; if (bat->currY >= 700.0) { g_vars->scene27_numLostBats++; } else { bat->currX = bat->powerCos + bat->currX; bat->currY = bat->powerSin + bat->currY; bat->ani->setOXY((int)bat->currX, (int)bat->currY); bat->powerSin = bat->powerSin + 1.0; } } if (oldCount != g_vars->scene27_knockCount && !g_vars->scene27_knockCount) sceneHandler27_calcWinArcade(); if (g_vars->scene27_wipeIsNeeded) { if (g_vars->scene27_numLostBats == 5) sceneHandler27_regenBats(); } } int sceneHandler27(ExCommand *cmd) { if (cmd->_messageKind != 17) return 0; switch (cmd->_messageNum) { case MSG_CMN_WINARCADE: sceneHandler27_winArcade(); break; case MSG_SC27_TAKEVENT: sceneHandler27_takeVent(); break; case MSG_SC27_SHOWNEXTBET: sceneHandler27_showNextBat(); break; case MSG_SC27_HANDLERTOFRONT: g_vars->scene27_batHandler->_priority = 1005; break; case MSG_SC27_STARTWIPE: g_vars->scene27_wipeIsNeeded = true; g_fp->playSound(SND_27_027, 0); break; case MSG_SC27_CLICKBET: sceneHandler27_clickBat(cmd); break; case MSG_SC27_STARTBET: if (g_vars->scene27_bat) sceneHandler27_startBat(g_vars->scene27_bat); break; case 30: if (g_vars->scene27_dudeIsAiming) sceneHandler27_startAiming(); break; case 29: if (g_fp->_aniMan == g_fp->_currentScene->getStaticANIObjectAtPos(g_fp->_sceneRect.left + cmd->_x, g_fp->_sceneRect.top + cmd->_y) && g_vars->scene27_maxPhaseReached) sceneHandler27_initAiming(cmd); 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; } if (g_vars->scene27_dudeIsAiming) sceneHandler27_aimDude(); if (g_vars->scene27_wipeIsNeeded) { sceneHandler27_wipeDo(); if (!g_fp->_aniMan->_movement && g_fp->_aniMan->_statics->_staticsId == ST_MAN_RIGHT) g_fp->_aniMan->startAnim(MV_MAN27_FLOW, 0, -1); } sceneHandler27_animateBats(); g_fp->_behaviorManager->updateBehaviors(); g_fp->startSceneTrack(); break; } return 0; } } // End of namespace Fullpipe