/* 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 "neverhood/module1800.h" #include "neverhood/navigationscene.h" #include "neverhood/menumodule.h" namespace Neverhood { static const uint32 kModule1800SoundList[] = { 0x16805548, 0x16805048, 0xD0E14441, 0x90E090C2, 0x90E1D0C2, 0x90E2D0C2, 0 }; Module1800::Module1800(NeverhoodEngine *vm, Module *parentModule, int which) : Module(vm, parentModule) { _vm->_soundMan->addSoundList(0x04A14718, kModule1800SoundList); _vm->_soundMan->setSoundListParams(kModule1800SoundList, true, 50, 600, 10, 150); _vm->_soundMan->playTwoSounds(0x04A14718, 0x8A382B55, 0x0C242F1D, 0); if (which < 0) createScene(_vm->gameState().sceneNum, -1); else if (which == 2) createScene(5, 0); else if (which == 3) createScene(0, 0); else createScene(3, 1); } Module1800::~Module1800() { _vm->_soundMan->deleteGroup(0x04A14718); } void Module1800::createScene(int sceneNum, int which) { static const byte kNavigationTypes00[] = {1, 0, 2, 0}; static const byte kNavigationTypes01[] = {5}; debug("Module1800::createScene(%d, %d)", sceneNum, which); _sceneNum = sceneNum; switch (_sceneNum) { case 0: _vm->gameState().sceneNum = 0; createNavigationScene(0x004AFD38, which, kNavigationTypes00); break; case 1: _vm->gameState().sceneNum = 1; createNavigationScene(0x004AFD98, which, kNavigationTypes01); break; case 2: _vm->gameState().sceneNum = 2; createSmackerScene(0x006C0085, true, true, false); break; case 3: _vm->gameState().sceneNum = 3; createNavigationScene(0x004AFDB0, which); break; case 4: _vm->gameState().sceneNum = 4; createNavigationScene(0x004AFDE0, which); break; case 5: _vm->gameState().sceneNum = 5; createNavigationScene(0x004AFE40, which); break; case 6: _vm->gameState().sceneNum = 6; _vm->_soundMan->deleteGroup(0x04A14718); createSmackerScene(0x08D84010, true, true, false); break; case 7: _vm->gameState().sceneNum = 7; _vm->_soundMan->setSoundListParams(kModule1800SoundList, false, 0, 0, 0, 0); createSmackerScene(0x0168B121, true, true, false); break; case 8: _vm->gameState().sceneNum = 8; _childObject = new CreditsScene(_vm, this, false); break; case 1009: _vm->gameState().sceneNum = 3; // NOTE: Newly introduced sceneNum 1009 (was duplicate 3 with own update handler) createSmackerScene(0x0A840C01, true, true, false); break; } SetUpdateHandler(&Module1800::updateScene); _childObject->handleUpdate(); } void Module1800::updateScene() { if (!updateChild()) { switch (_sceneNum) { case 0: if (_moduleResult == 1) createScene(4, 0); else if (_moduleResult == 2) createScene(1, -1); else if (_moduleResult == 3) createScene(3, 0); break; case 1: if (_navigationAreaType == 3) createScene(7, -1); else createScene(2, -1); break; case 2: createScene(0, 2); break; case 3: if (_moduleResult == 0) createScene(1009, -1); else if (_moduleResult == 1) createScene(0, 1); break; case 4: if (_moduleResult == 0) createScene(6, -1); else if (_moduleResult == 1) createScene(5, 0); else if (_moduleResult == 2) createScene(0, 3); else if (_moduleResult == 3) createScene(4, 3); break; case 5: if (_moduleResult == 0) leaveModule(2); else if (_moduleResult == 1) createScene(4, 3); break; case 6: createScene(8, -1); break; case 7: leaveModule(3); break; case 8: // NOTE: After Klayman jumped into the hole and died... leaveModule(1); // TODO GameState stuff // Restarts the game? break; case 1009: leaveModule(0); break; } } else { switch (_sceneNum) { case 0: if (navigationScene()->isWalkingForward() && navigationScene()->getNavigationIndex() == 2) _vm->_soundMan->setTwoSoundsPlayFlag(false); break; } } } } // End of namespace Neverhood