/* 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/constants.h" #include "fullpipe/gameloader.h" #include "fullpipe/motion.h" #include "fullpipe/scenes.h" #include "fullpipe/modal.h" #include "fullpipe/statics.h" namespace Fullpipe { int sceneIntro_updateCursor() { g_fp->_cursorId = 0; return 0; } void sceneIntro_initScene(Scene *sc) { g_fp->_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_fp->_recordEvents || g_fp->_inputArFlag) g_vars->sceneIntro_skipIntro = false; g_fp->_modalObject = new ModalIntro; } void sceneHandlerIntro_part1() { g_fp->_currentScene = g_fp->accessScene(SC_INTRO1); chainQueue(QU_INTR_FINISH, 0); } void sceneHandlerIntro_part2() { g_fp->_currentScene = g_fp->accessScene(SC_INTRO2); chainQueue(QU_IN2_DO, 0); } int sceneHandlerIntro(ExCommand *ex) { if (ex->_messageKind != 17) return 0; switch (ex->_messageNum) { case MSG_INTR_ENDINTRO: g_vars->sceneIntro_playing = 0; return 0; case MSG_INTR_SWITCHTO1: sceneHandlerIntro_part1(); return 0; case MSG_INTR_GETUPMAN: g_vars->sceneIntro_needSleep = 0; g_vars->sceneIntro_needGetup = 1; return 0; case MSG_INTR_SWITCHTO2: sceneHandlerIntro_part2(); return 0; case 33: // fall through break; default: return 0; } if (g_vars->sceneIntro_needSleep) { if (!g_vars->sceneIntro_aniin1man->_movement && g_vars->sceneIntro_aniin1man->_statics->_staticsId == ST_IN1MAN_SLEEP) g_vars->sceneIntro_aniin1man->startAnim(MV_IN1MAN_SLEEP, 0, -1); } else if (g_vars->sceneIntro_needGetup && !g_vars->sceneIntro_aniin1man->_movement && g_vars->sceneIntro_aniin1man->_statics->_staticsId == ST_IN1MAN_SLEEP) { g_vars->sceneIntro_needGetup = 0; chainQueue(QU_INTR_GETUPMAN, 0); } g_fp->startSceneTrack(); return 0; } } // End of namespace Fullpipe