Ejemplo n.º 1
0
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);
}
Ejemplo n.º 2
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;
}
Ejemplo n.º 3
0
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);
}
Ejemplo n.º 4
0
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;
}
Ejemplo n.º 5
0
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;
}
Ejemplo n.º 6
0
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;
}