void FullpipeEngine::initCursors() { CursorInfo crs; Scene *inv = accessScene(SC_INV); addCursor(&crs, inv, PIC_CSR_DEFAULT, 15, 1, 10, 10); addCursor(&crs, inv, PIC_CSR_DEFAULT_INV, 18, 18, 23, 23); addCursor(&crs, inv, PIC_CSR_ITN, 11, 11, 10, 10); addCursor(&crs, inv, PIC_CSR_ITN_RED, 11, 11, 10, 10); addCursor(&crs, inv, PIC_CSR_ITN_GREEN, 11, 11, 10, 10); addCursor(&crs, inv, PIC_CSR_ITN_INV, 23, 17, 23, 17); addCursor(&crs, inv, PIC_CSR_GOU, 15, 17, 10, 10); addCursor(&crs, inv, PIC_CSR_GOD, 15, 1, 10, 10); addCursor(&crs, inv, PIC_CSR_GOL, 26, 1, 10, 10); addCursor(&crs, inv, PIC_CSR_GOR, 15, 1, 10, 10); addCursor(&crs, inv, PIC_CSR_GOFAR_L, 1, 1, 10, 10); addCursor(&crs, inv, PIC_CSR_GOFAR_R, 39, 1, 10, 10); addCursor(&crs, inv, PIC_CSR_ARCADE1, 12, 24, 10, 10); addCursor(&crs, inv, PIC_CSR_ARCADE2, 11, 11, 10, 10); addCursor(&crs, inv, PIC_CSR_ARCADE2_D, 22, 15, 10, 10); addCursor(&crs, inv, PIC_CSR_ARCADE3, 11, 11, 10, 10); addCursor(&crs, inv, PIC_CSR_ARCADE4, 18, 11, 10, 10); addCursor(&crs, inv, PIC_CSR_ARCADE5, 23, 11, 10, 10); addCursor(&crs, inv, PIC_CSR_ARCADE6, 11, 11, 10, 10); addCursor(&crs, inv, PIC_CSR_ARCADE6_D, 0, 0, 10, 10); addCursor(&crs, inv, PIC_CSR_ARCADE7, 21, 11, 10, 10); addCursor(&crs, inv, PIC_CSR_ARCADE7_D, 7, 20, 10, 10); addCursor(&crs, inv, PIC_CSR_ARCADE8, 23, 11, 10, 10); addCursor(&crs, inv, PIC_CSR_LIFT, 6, 13, 10, 10); getGameLoaderInputController()->setCursorMode(0); }
void FullpipeEngine::setArcadeOverlay(int picId) { Common::Point point; Common::Point point2; _arcadeOverlayX = 800; _arcadeOverlayY = 545; _arcadeOverlayHelper = accessScene(SC_INV)->getPictureObjectById(PIC_CSR_HELPERBGR, 0); _arcadeOverlay = accessScene(SC_INV)->getPictureObjectById(picId, 0); _arcadeOverlay->getDimensions(&point); _arcadeOverlayHelper->getDimensions(&point2); _arcadeOverlayMidX = (point2.x - point.x) / 2; _arcadeOverlayMidY = abs(point2.y - point.y) / 2; }
void FullpipeEngine::loadAllScenes() { accessScene(301); accessScene(302); accessScene(303); accessScene(304); accessScene(305); accessScene(321); accessScene(635); accessScene(649); accessScene(650); accessScene(651); accessScene(652); accessScene(653); accessScene(654); accessScene(655); accessScene(726); accessScene(858); accessScene(903); accessScene(1137); accessScene(1138); accessScene(1139); accessScene(1140); accessScene(1141); accessScene(1142); accessScene(1143); accessScene(1144); accessScene(1546); accessScene(1547); accessScene(1548); accessScene(1549); accessScene(1550); accessScene(1551); accessScene(1552); accessScene(2062); accessScene(2063); accessScene(2064); accessScene(2065); accessScene(2066); accessScene(2067); accessScene(2068); accessScene(2069); accessScene(2070); accessScene(2071); accessScene(2072); accessScene(2460); accessScene(3896); accessScene(3907); accessScene(4620); accessScene(4999); accessScene(5000); accessScene(5001); accessScene(5166); accessScene(5222); }
bool FullpipeEngine::loadGam(const char *fname, int scene) { _gameLoader = new GameLoader(); if (!_gameLoader->loadFile(fname)) return false; _currSoundListCount = 0; initObjectStates(); // set_g_messageQueueCallback1(messageQueueCallback1); // substituted with direct call addMessageHandlerByIndex(global_messageHandler1, 0, 4); _inventory = getGameLoaderInventory(); _inventory->setItemFlags(ANI_INV_MAP, 0x10003); _inventory->addItem(ANI_INV_MAP, 1); _inventory->rebuildItemRects(); for (PtrList::iterator p = _inventory->getScene()->_picObjList.begin(); p != _inventory->getScene()->_picObjList.end(); ++p) { ((MemoryObject *)((PictureObject *)*p)->_picture)->load(); } // _sceneSwitcher = sceneSwitcher; // substituted with direct call _gameLoader->_preloadCallback = preloadCallback; // _readSavegameCallback = gameLoaderReadSavegameCallback; // TODO _aniMan = accessScene(SC_COMMON)->getAniMan(); _scene2 = 0; _movTable = _aniMan->countMovements(); _aniMan->setSpeed(1); PictureObject *pic = accessScene(SC_INV)->getPictureObjectById(PIC_INV_MENU, 0); pic->setFlags(pic->_flags & 0xFFFB); // Not used in full game //_evalVersionPic = accessScene(SC_COMMON)->getPictureObjectById(PIC_CMN_EVAL, 0); initMap(); initCursors(); setMusicAllowed(_gameLoader->_gameVar->getSubVarAsInt("MUSIC_ALLOWED")); if (scene) { _gameLoader->loadScene(726); _gameLoader->gotoScene(726, TrubaLeft); if (scene != 726) _gameLoader->preloadScene(726, getSceneEntrance(scene)); } else { if (_flgPlayIntro) { _gameLoader->loadScene(SC_INTRO1); _gameLoader->gotoScene(SC_INTRO1, TrubaUp); } else { _gameLoader->loadScene(SC_1); _gameLoader->gotoScene(SC_1, TrubaLeft); } } if (!_currentScene) return false; return true; }
bool FullpipeEngine::sceneSwitcher(EntranceInfo *entrance) { GameVar *sceneVar; Common::Point sceneDim; Scene *scene = accessScene(entrance->_sceneId); if (!scene) return 0; ((PictureObject *)scene->_picObjList.front())->getDimensions(&sceneDim); _sceneWidth = sceneDim.x; _sceneHeight = sceneDim.y; _sceneRect.top = 0; _sceneRect.left = 0; _sceneRect.right = 799; _sceneRect.bottom = 599; scene->_x = 0; scene->_y = 0; _aniMan->setOXY(0, 0); _aniMan->clearFlags(); _aniMan->_callback1 = 0; _aniMan->_callback2 = 0; _aniMan->_shadowsOn = 1; _scrollSpeed = 8; _isSaveAllowed = true; _updateFlag = true; _flgCanOpenMap = true; if (entrance->_sceneId == SC_DBGMENU) { _inventoryScene = 0; } else { _gameLoader->loadScene(SC_INV); getGameLoaderInventory()->rebuildItemRects(); _inventoryScene = getGameLoaderInventory()->getScene(); } if (_soundEnabled) { if (scene->_soundList) { _currSoundListCount = 2; _currSoundList1[0] = accessScene(SC_COMMON)->_soundList; _currSoundList1[1] = scene->_soundList; for (int i = 0; i < scene->_soundList->getCount(); i++) { scene->_soundList->getSoundByIndex(i)->updateVolume(); } } else { _currSoundListCount = 1; _currSoundList1[0] = accessScene(SC_COMMON)->_soundList; } } getGameLoaderInteractionController()->sortInteractions(scene->_sceneId); _currentScene = scene; scene->addStaticANIObject(_aniMan, 1); _scene2 = scene; _aniMan->_movement = 0; _aniMan->_statics = _aniMan->getStaticsById(ST_MAN_EMPTY); _aniMan->setOXY(0, 0); _aniMan2 = _aniMan; MctlCompound *cmp = getSc2MctlCompoundBySceneId(entrance->_sceneId); cmp->initMctlGraph(); cmp->attachObject(_aniMan); cmp->activate(); getGameLoaderInteractionController()->enableFlag24(); setInputDisabled(0); scene->setPictureObjectsFlag4(); for (uint i = 0; i < scene->_staticANIObjectList1.size(); i++) scene->_staticANIObjectList1[i]->_flags &= 0xFE7F; PictureObject *p = accessScene(SC_INV)->getPictureObjectById(PIC_INV_MENU, 0); p->setFlags(p->_flags & 0xFFFB); removeMessageHandler(2, -1); _updateScreenCallback = 0; switch (entrance->_sceneId) { case SC_INTRO1: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_INTRO1"); scene->preloadMovements(sceneVar); sceneIntro_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_INTRO1"); setSceneMusicParameters(sceneVar); addMessageHandler(sceneHandlerIntro, 2); _updateCursorCallback = sceneIntro_updateCursor; break; case SC_1: scene01_fixEntrance(); sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_1"); scene->preloadMovements(sceneVar); scene01_initScene(scene, entrance->_field_4); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_1"); setSceneMusicParameters(sceneVar); addMessageHandler(sceneHandler01, 2); _updateCursorCallback = defaultUpdateCursor; break; case SC_2: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_2"); scene->preloadMovements(sceneVar); scene02_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_2"); setSceneMusicParameters(sceneVar); addMessageHandler(sceneHandler02, 2); _updateCursorCallback = defaultUpdateCursor; break; case SC_3: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_3"); scene->preloadMovements(sceneVar); scene03_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_3"); setSceneMusicParameters(sceneVar); addMessageHandler(sceneHandler03, 2); scene03_setEaterState(); _updateCursorCallback = scene03_updateCursor; break; case SC_4: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_4"); scene->preloadMovements(sceneVar); scene04_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_4"); setSceneMusicParameters(sceneVar); insertMessageHandler(sceneHandler04, 2, 2); _updateCursorCallback = scene04_updateCursor; break; case SC_5: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_5"); scene->preloadMovements(sceneVar); scene05_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_5"); setSceneMusicParameters(sceneVar); insertMessageHandler(sceneHandler05, 2, 2); _updateCursorCallback = defaultUpdateCursor; break; case SC_6: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_6"); scene->preloadMovements(sceneVar); scene06_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_6"); setSceneMusicParameters(sceneVar); scene06_initMumsy(); insertMessageHandler(sceneHandler06, 2, 2); _updateCursorCallback = scene06_updateCursor; break; case SC_7: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_7"); scene->preloadMovements(sceneVar); scene07_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_7"); setSceneMusicParameters(sceneVar); addMessageHandler(sceneHandler07, 2); _updateCursorCallback = defaultUpdateCursor; break; case SC_8: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_8"); scene->preloadMovements(sceneVar); scene08_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_8"); setSceneMusicParameters(sceneVar); scene08_setupMusic(); addMessageHandler(sceneHandler08, 2); _updateCursorCallback = scene08_updateCursor; break; case SC_9: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_9"); scene->preloadMovements(sceneVar); scene09_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_9"); setSceneMusicParameters(sceneVar); insertMessageHandler(sceneHandler09, 2, 2); _updateCursorCallback = scene09_updateCursor; break; case SC_10: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_10"); scene->preloadMovements(sceneVar); scene10_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_10"); setSceneMusicParameters(sceneVar); insertMessageHandler(sceneHandler10, 2, 2); _updateCursorCallback = scene10_updateCursor; break; case SC_11: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_11"); scene->preloadMovements(sceneVar); scene11_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_11"); setSceneMusicParameters(sceneVar); insertMessageHandler(sceneHandler11, 2, 2); scene11_setupMusic(); _updateCursorCallback = scene11_updateCursor; break; case SC_12: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_12"); scene->preloadMovements(sceneVar); scene12_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_12"); setSceneMusicParameters(sceneVar); addMessageHandler(sceneHandler12, 2); _updateCursorCallback = defaultUpdateCursor; break; case SC_13: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_13"); scene->preloadMovements(sceneVar); scene13_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_13"); setSceneMusicParameters(sceneVar); insertMessageHandler(sceneHandler13, 2, 2); _updateCursorCallback = defaultUpdateCursor; break; case SC_14: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_14"); scene->preloadMovements(sceneVar); scene14_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_14"); setSceneMusicParameters(sceneVar); insertMessageHandler(sceneHandler14, 2, 2); scene14_setupMusic(); _updateCursorCallback = scene14_updateCursor; break; case SC_15: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_15"); scene->preloadMovements(sceneVar); scene15_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_15"); setSceneMusicParameters(sceneVar); insertMessageHandler(sceneHandler15, 2, 2); _updateCursorCallback = scene15_updateCursor; break; case SC_16: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_16"); scene->preloadMovements(sceneVar); scene16_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_16"); setSceneMusicParameters(sceneVar); addMessageHandler(sceneHandler16, 2); _updateCursorCallback = scene16_updateCursor; break; case SC_17: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_17"); scene->preloadMovements(sceneVar); scene17_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_17"); setSceneMusicParameters(sceneVar); addMessageHandler(sceneHandler17, 2); scene17_restoreState(); _updateCursorCallback = scene17_updateCursor; break; case SC_18: scene18_setupEntrance(); sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_18"); scene->preloadMovements(sceneVar); g_fp->stopAllSounds(); if (g_vars->scene18_inScene18p1) scene18_initScene1(scene); else scene18_initScene2(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_18"); setSceneMusicParameters(sceneVar); insertMessageHandler(sceneHandler18, 2, 2); _updateCursorCallback = scene18_updateCursor; break; case SC_19: if (!g_fp->_scene3) { g_fp->_scene3 = accessScene(SC_18); g_fp->_gameLoader->loadScene(SC_18); scene18_initScene2(g_fp->_scene3); scene18_preload(); scene19_setMovements(g_fp->_scene3, entrance->_field_4); g_vars->scene18_inScene18p1 = true; } scene19_preload(); sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_19"); scene->preloadMovements(sceneVar); g_fp->stopAllSounds(); if (g_vars->scene18_inScene18p1) scene18_initScene1(scene); else scene19_initScene2(); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_19"); setSceneMusicParameters(sceneVar); addMessageHandler(sceneHandler19, 2); scene19_setSugarState(scene); _updateCursorCallback = scene19_updateCursor; break; case SC_20: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_20"); scene->preloadMovements(sceneVar); scene20_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_20"); setSceneMusicParameters(sceneVar); addMessageHandler(sceneHandler20, 2); _updateCursorCallback = defaultUpdateCursor; break; case SC_21: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_21"); scene->preloadMovements(sceneVar); scene21_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_21"); setSceneMusicParameters(sceneVar); insertMessageHandler(sceneHandler21, 2, 2); _updateCursorCallback = scene21_updateCursor; break; case SC_22: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_22"); scene->preloadMovements(sceneVar); scene22_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_22"); setSceneMusicParameters(sceneVar); scene22_setBagState(); insertMessageHandler(sceneHandler22, 2, 2); _updateCursorCallback = scene22_updateCursor; break; case SC_23: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_23"); scene->preloadMovements(sceneVar); scene23_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_23"); setSceneMusicParameters(sceneVar); insertMessageHandler(sceneHandler23, 2, 2); scene23_setGiraffeState(); _updateCursorCallback = scene23_updateCursor; break; case SC_24: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_24"); scene->preloadMovements(sceneVar); scene24_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_24"); setSceneMusicParameters(sceneVar); addMessageHandler(sceneHandler24, 2); scene24_setPoolState(); _updateCursorCallback = defaultUpdateCursor; break; case SC_25: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_25"); scene->preloadMovements(sceneVar); scene25_initScene(scene, entrance->_field_4); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_25"); setSceneMusicParameters(sceneVar); addMessageHandler(sceneHandler25, 2); scene25_setupWater(scene, entrance->_field_4); _updateCursorCallback = scene25_updateCursor; break; case SC_26: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_26"); scene->preloadMovements(sceneVar); scene26_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_26"); setSceneMusicParameters(sceneVar); insertMessageHandler(sceneHandler26, 2, 2); scene26_setupDrop(scene); _updateCursorCallback = scene26_updateCursor; break; case SC_27: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_27"); scene->preloadMovements(sceneVar); scene27_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_27"); setSceneMusicParameters(sceneVar); addMessageHandler(sceneHandler27, 2); _updateCursorCallback = scene27_updateCursor; break; case SC_28: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_28"); scene->preloadMovements(sceneVar); scene28_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_28"); setSceneMusicParameters(sceneVar); insertMessageHandler(sceneHandler28, 2, 2); _updateCursorCallback = scene28_updateCursor; break; case SC_29: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_29"); scene->preloadMovements(sceneVar); scene29_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_29"); setSceneMusicParameters(sceneVar); addMessageHandler(sceneHandler29, 2); _updateCursorCallback = scene29_updateCursor; break; case SC_30: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_30"); scene->preloadMovements(sceneVar); scene30_initScene(scene, entrance->_field_4); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_30"); setSceneMusicParameters(sceneVar); addMessageHandler(sceneHandler30, 2); _updateCursorCallback = scene30_updateCursor; break; case SC_31: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_31"); scene->preloadMovements(sceneVar); scene31_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_31"); setSceneMusicParameters(sceneVar); addMessageHandler(sceneHandler31, 2); _updateCursorCallback = defaultUpdateCursor; break; case SC_32: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_32"); scene->preloadMovements(sceneVar); scene32_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_32"); setSceneMusicParameters(sceneVar); insertMessageHandler(sceneHandler32, 2, 2); scene32_setupMusic(); _updateCursorCallback = scene32_updateCursor; break; case SC_33: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_33"); scene->preloadMovements(sceneVar); scene33_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_33"); setSceneMusicParameters(sceneVar); insertMessageHandler(sceneHandler33, 2, 2); scene33_setupMusic(); _updateCursorCallback = scene33_updateCursor; break; case SC_34: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_34"); scene->preloadMovements(sceneVar); scene34_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_34"); setSceneMusicParameters(sceneVar); insertMessageHandler(sceneHandler34, 2, 2); scene34_initBeh(); _updateCursorCallback = scene34_updateCursor; break; case SC_35: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_35"); scene->preloadMovements(sceneVar); scene35_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_35"); setSceneMusicParameters(sceneVar); insertMessageHandler(sceneHandler35, 2, 2); _updateCursorCallback = defaultUpdateCursor; break; case SC_36: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_36"); scene->preloadMovements(sceneVar); scene36_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_36"); setSceneMusicParameters(sceneVar); addMessageHandler(sceneHandler36, 2); _updateCursorCallback = scene36_updateCursor; break; case SC_37: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_37"); scene->preloadMovements(sceneVar); scene37_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_37"); setSceneMusicParameters(sceneVar); insertMessageHandler(sceneHandler37, 2, 2); _updateCursorCallback = scene37_updateCursor; break; case SC_38: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_38"); scene->preloadMovements(sceneVar); scene38_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_38"); setSceneMusicParameters(sceneVar); addMessageHandler(sceneHandler38, 2); _updateCursorCallback = defaultUpdateCursor; break; case SC_FINAL1: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_FINAL1"); scene->preloadMovements(sceneVar); sceneFinal_initScene(); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_FINAL1"); setSceneMusicParameters(sceneVar); addMessageHandler(sceneHandlerFinal, 2); _updateCursorCallback = sceneFinal_updateCursor; break; case SC_DBGMENU: sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_DBGMENU"); scene->preloadMovements(sceneVar); sceneDbgMenu_initScene(scene); _behaviorManager->initBehavior(scene, sceneVar); scene->initObjectCursors("SC_DBGMENU"); addMessageHandler(sceneHandlerDbgMenu, 2); break; default: error("Unknown scene %d", entrance->_sceneId); break; } return true; }
bool FullpipeEngine::loadGam(const char *fname, int scene) { _gameLoader.reset(new GameLoader()); if (!_gameLoader->loadFile(fname)) return false; _currSoundListCount = 0; initObjectStates(); // set_g_messageQueueCallback1(messageQueueCallback1); // substituted with direct call addMessageHandlerByIndex(global_messageHandler1, 0, 4); _inventory = getGameLoaderInventory(); if (isDemo() && getLanguage() == Common::RU_RUS) { _inventory->addItem(ANI_INV_HAMMER, 1); } else { _inventory->setItemFlags(ANI_INV_MAP, 0x10003); _inventory->addItem(ANI_INV_MAP, 1); } _inventory->rebuildItemRects(); for (uint i = 0; i < _inventory->getScene()->_picObjList.size(); i++) _inventory->getScene()->_picObjList[i]->_picture->MemoryObject::load(); // _sceneSwitcher = sceneSwitcher; // substituted with direct call _gameLoader->_preloadCallback = preloadCallback; _gameLoader->_savegameCallback = gameLoaderSavegameCallback; _aniMan = accessScene(SC_COMMON)->getAniMan(); _scene2 = 0; _movTable.reset(_aniMan->countMovements()); _aniMan->setSpeed(1); PictureObject *pic = accessScene(SC_INV)->getPictureObjectById(PIC_INV_MENU, 0); pic->setFlags(pic->_flags & 0xFFFB); // Not used in full game //_evalVersionPic = accessScene(SC_COMMON)->getPictureObjectById(PIC_CMN_EVAL, 0); initMap(); initCursors(); setMusicAllowed(_gameLoader->_gameVar->getSubVarAsInt("MUSIC_ALLOWED")); if (scene == -1) return true; if (scene) { _gameLoader->loadScene(726); _gameLoader->gotoScene(726, TrubaLeft); if (scene != 726) _gameLoader->preloadScene(726, getSceneEntrance(scene)); } else { if (_flgPlayIntro) { _gameLoader->loadScene(SC_INTRO1); _gameLoader->gotoScene(SC_INTRO1, TrubaUp); } else { if (g_fp->isDemo() && g_fp->getLanguage() == Common::RU_RUS) { _gameLoader->loadScene(SC_9); _gameLoader->gotoScene(SC_9, TrubaDown); } else { _gameLoader->loadScene(SC_1); _gameLoader->gotoScene(SC_1, TrubaLeft); } } } if (!_currentScene) return false; return true; }