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/* 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.
*
*/
#ifndef FULLPIPE_SCENES_H
#define FULLPIPE_SCENES_H
namespace Fullpipe {
struct BehaviorEntryInfo;
class StaticANIObject;
class MctlLadder;
int defaultUpdateCursor();
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 scene02_initScene(Scene *sc);
int sceneHandler02(ExCommand *ex);
void scene03_setEaterState();
int scene03_updateCursor();
void scene03_initScene(Scene *sc);
int sceneHandler03(ExCommand *cmd);
int scene04_updateCursor();
void scene04_initScene(Scene *sc);
int sceneHandler04(ExCommand *cmd);
void scene05_initScene(Scene *sc);
int sceneHandler05(ExCommand *cmd);
void scene06_initScene(Scene *sc);
void scene06_initMumsy();
int sceneHandler06(ExCommand *cmd);
int scene06_updateCursor();
void scene07_initScene(Scene *sc);
int sceneHandler07(ExCommand *cmd);
void scene08_initScene(Scene *sc);
void scene08_setupMusic();
int sceneHandler08(ExCommand *cmd);
int scene08_updateCursor();
void scene10_initScene(Scene *sc);
int sceneHandler10(ExCommand *cmd);
int scene10_updateCursor();
void sceneDbgMenu_initScene(Scene *sc);
int sceneHandlerDbgMenu(ExCommand *cmd);
class Vars {
public:
Vars();
GameVar *swallowedEgg1;
GameVar *swallowedEgg2;
GameVar *swallowedEgg3;
StaticANIObject *sceneIntro_aniin1man;
bool sceneIntro_needSleep;
bool sceneIntro_needGetup;
bool sceneIntro_skipIntro;
bool sceneIntro_playing;
bool sceneIntro_needBlackout;
PictureObject *scene01_picSc01Osk;
PictureObject *scene01_picSc01Osk2;
StaticANIObject *scene02_guvTheDrawer;
int scene02_boxDelay;
bool scene02_boxOpen;
StaticANIObject *scene03_eggeater;
StaticANIObject *scene03_domino;
PictureObject *scene04_bottle;
StaticANIObject *scene04_hand;
StaticANIObject *scene04_plank;
StaticANIObject *scene04_clock;
StaticANIObject *scene04_spring;
StaticANIObject *scene04_mamasha;
StaticANIObject *scene04_boot;
StaticANIObject *scene04_speaker;
Common::Point scene04_jumpingKozyawki[20];
Common::Point scene04_jumpRotateKozyawki[20];
Common::List<StaticANIObject *> scene04_kozyawkiObjList;
Common::List<GameObject *> scene04_bottleObjList;
Common::List<StaticANIObject *> scene04_kozyawkiAni;
MctlLadder *scene04_ladder;
int scene04_ladderOffset;
bool scene04_coinPut;
bool scene04_soundPlaying;
bool scene04_dudeOnLadder;
int scene04_dynamicPhaseIndex;
int scene04_sceneClickX;
int scene04_sceneClickY;
int scene04_dudePosX;
int scene04_dudePosY;
int scene04_bottleY;
StaticANIObject *scene04_walkingKozyawka;
int scene04_speakerVariant;
int scene04_speakerPhase;
bool scene04_bottleIsTaken;
bool scene04_kozyawkaOnLadder;
int scene04_bottleWeight;
bool scene04_var07;
bool scene04_ladderClickable;
bool scene04_handIsDown;
bool scene04_dudeInBottle;
bool scene04_kozHeadRaised;
bool scene04_bottleIsDropped;
bool scene04_bigBallIn;
int scene04_bigBallCounter;
bool scene04_bigBallFromLeft;
bool scene04_clockCanGo;
bool scene04_objectIsTaken;
int scene04_springOffset;
StaticANIObject *scene04_lastKozyawka;
int scene04_springDelay;
StaticANIObject *scene05_handle;
StaticANIObject *scene05_wacko;
StaticANIObject *scene05_bigHatch;
int scene05_wackoTicker;
int scene05_handleFlipper;
int scene05_floatersTicker;
StaticANIObject *scene06_mumsy;
int scene06_manX;
int scene06_manY;
int scene06_ballX;
int scene06_ballY;
StaticANIObject *scene06_someBall;
StaticANIObject *scene06_invHandle;
StaticANIObject *scene06_liftButton;
StaticANIObject *scene06_ballDrop;
bool scene06_arcadeEnabled;
bool scene06_aimingBall;
StaticANIObject *scene06_currentBall;
StaticANIObject *scene06_ballInHands;
StaticANIObject *scene06_flyingBall;
Common::Array<StaticANIObject *> scene06_balls;
int scene06_numBallsGiven;
int scene06_mumsyNumBalls;
int scene06_eggieTimeout;
int scene06_eggieDirection;
int scene06_mumsyGotBall;
int scene06_ballDeltaX;
int scene06_ballDeltaY;
int scene06_sceneClickX;
int scene06_sceneClickY;
int scene06_mumsyPos;
BehaviorEntryInfo *scene06_mumsyJumpBk;
BehaviorEntryInfo *scene06_mumsyJumpFw;
int scene06_mumsyJumpBkPercent;
int scene06_mumsyJumpFwPercent;
BehaviorEntryInfo *scene07_lukeAnim;
int scene07_lukePercent;
StaticANIObject *scene07_plusMinus;
StaticANIObject *scene08_batuta;
StaticANIObject *scene08_vmyats;
StaticANIObject *scene08_clock;
int scene08_var01;
int scene08_var02;
int scene08_var03;
int scene08_var04;
int scene08_var05;
int scene08_var06;
int scene08_var07;
int scene08_var08;
StaticANIObject *scene10_gum;
StaticANIObject *scene10_packet;
StaticANIObject *scene10_packet2;
StaticANIObject *scene10_inflater;
PictureObject *scene10_ladder;
int scene10_hasGum;
PictureObject *selector;
};
} // End of namespace Fullpipe
#endif /* FULLPIPE_SCENES_H */
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