/* 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" #include "fullpipe/modal.h" namespace Fullpipe { void sceneFinal_initScene() { g_fp->_gameLoader->loadScene(SC_FINAL2); g_fp->accessScene(SC_FINAL2)->setPictureObjectsFlag4(); g_fp->_gameLoader->loadScene(SC_FINAL3); g_fp->accessScene(SC_FINAL3)->setPictureObjectsFlag4(); g_fp->_gameLoader->loadScene(SC_FINAL4); g_fp->accessScene(SC_FINAL4)->setPictureObjectsFlag4(); getGameLoaderInventory()->setIsLocked(0); getGameLoaderInventory()->slideIn(); g_fp->_updateFlag = 0; g_fp->_flgCanOpenMap = 0; g_vars->sceneFinal_var01 = 0; g_vars->sceneFinal_var02 = 0; g_vars->sceneFinal_var03 = 0; } int sceneFinal_updateCursor() { if (g_vars->sceneFinal_var01) g_fp->_cursorId = 0; else g_fp->updateCursorCommon(); return g_fp->_cursorId; } void sceneHandlerFinal_endFinal() { g_vars->sceneFinal_var01 = 0; } void sceneHandlerFinal_startMusic(const char *track) { warning("STUB: sceneHandlerFinal_startMusic()"); } void sceneHandlerFinal_goto4() { g_fp->_currentScene = g_fp->accessScene(SC_FINAL4); g_fp->_gameLoader->loadScene(SC_FINAL4); chainQueue(QU_FN4_DOFINAL, 1); } void sceneHandlerFinal_goto3() { g_fp->_currentScene = g_fp->accessScene(SC_FINAL3); chainQueue(QU_FN3_DOFINAL, 1); } void sceneHandlerFinal_goto2() { g_fp->_currentScene = g_fp->accessScene(SC_FINAL2); chainQueue(QU_FN2_DOFINAL, 1); } void sceneHandlerFinal_startFinal() { g_vars->sceneFinal_var01 = 1; getCurrSceneSc2MotionController()->deactivate(); getGameLoaderInteractionController()->disableFlag24(); g_fp->_aniMan2 = 0; g_fp->_aniMan->_flags &= 0xFFFB; chainQueue(QU_FIN1_TAKECOIN, 1); g_fp->playTrack(g_fp->getGameLoaderGameVar()->getSubVarByName("SC_FINAL1"), "MUSIC2", 1); g_fp->_modalObject = new ModalFinal; } void sceneHandlerFinal_fallCoin() { StaticANIObject *coin = g_fp->_currentScene->getStaticANIObject1ById(ANI_FIN_COIN, -1); if (!coin->_movement) { if (!coin->_statics || coin->_statics->_staticsId != ST_FCN_NORM) chainQueue(QU_FIN1_FALLCOIN, 1); } } int sceneHandlerFinal(ExCommand *cmd) { if (cmd->_messageKind != 17) return 0; switch (cmd->_messageNum) { case MSG_FIN_ENDFINAL: sceneHandlerFinal_endFinal(); break; case MSG_FN4_STARTMUSIC: sceneHandlerFinal_startMusic("track16.ogg"); break; case MSG_FIN_GOTO4: sceneHandlerFinal_goto4(); g_fp->playTrack(g_fp->getGameLoaderGameVar()->getSubVarByName("SC_FINAL1"), "MUSIC3", 1); break; case MSG_FIN_GOTO3: sceneHandlerFinal_goto3(); break; case MSG_FIN_GOTO2: sceneHandlerFinal_goto2(); break; case MSG_FIN_STARTFINAL: sceneHandlerFinal_startFinal(); break; case 33: if (g_fp->_aniMan2) { g_vars->sceneFinal_var03 = g_fp->_aniMan2->_ox; if (g_vars->sceneFinal_var03 < 450 && g_vars->sceneFinal_var02 >= 450 ) sceneHandlerFinal_fallCoin(); g_vars->sceneFinal_var02 = g_vars->sceneFinal_var03; } g_fp->_behaviorManager->updateBehaviors(); g_fp->startSceneTrack(); break; } return 0; } } // End of namespace Fullpipe