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187
engines/neverhood/modules/module1800.cpp
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187
engines/neverhood/modules/module1800.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "neverhood/diskplayerscene.h"
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#include "neverhood/menumodule.h"
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#include "neverhood/navigationscene.h"
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#include "neverhood/modules/module1800.h"
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namespace Neverhood {
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static const uint32 kModule1800SoundList[] = {
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0x16805548,
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0x16805048,
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0xD0E14441,
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0x90E090C2,
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0x90E1D0C2,
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0x90E2D0C2,
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0
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};
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Module1800::Module1800(NeverhoodEngine *vm, Module *parentModule, int which)
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: Module(vm, parentModule) {
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_vm->_soundMan->addSoundList(0x04A14718, kModule1800SoundList);
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_vm->_soundMan->setSoundListParams(kModule1800SoundList, true, 50, 600, 10, 150);
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_vm->_soundMan->playTwoSounds(0x04A14718, 0x8A382B55, 0x0C242F1D, 0);
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if (which < 0)
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createScene(_vm->gameState().sceneNum, -1);
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else if (which == 2)
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createScene(5, 0);
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else if (which == 3)
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createScene(0, 0);
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else
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createScene(3, 1);
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}
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Module1800::~Module1800() {
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_vm->_soundMan->deleteGroup(0x04A14718);
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}
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void Module1800::createScene(int sceneNum, int which) {
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static const byte kNavigationTypes00[] = {1, 0, 2, 0};
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static const byte kNavigationTypes01[] = {5};
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debug(1, "Module1800::createScene(%d, %d)", sceneNum, which);
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_sceneNum = sceneNum;
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switch (_sceneNum) {
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case 0:
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_vm->gameState().sceneNum = 0;
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createNavigationScene(0x004AFD38, which, kNavigationTypes00);
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break;
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case 1:
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_vm->gameState().sceneNum = 1;
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createNavigationScene(0x004AFD98, which, kNavigationTypes01);
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break;
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case 2:
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_vm->gameState().sceneNum = 2;
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createSmackerScene(0x006C0085, true, true, false);
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break;
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case 3:
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_vm->gameState().sceneNum = 3;
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createNavigationScene(0x004AFDB0, which);
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break;
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case 4:
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_vm->gameState().sceneNum = 4;
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createNavigationScene(0x004AFDE0, which);
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break;
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case 5:
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_vm->gameState().sceneNum = 5;
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createNavigationScene(0x004AFE40, which);
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break;
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case 6:
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_vm->gameState().sceneNum = 6;
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_vm->_soundMan->deleteGroup(0x04A14718);
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createSmackerScene(0x08D84010, true, true, false);
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break;
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case 7:
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_vm->gameState().sceneNum = 7;
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_vm->_soundMan->setSoundListParams(kModule1800SoundList, false, 0, 0, 0, 0);
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createSmackerScene(0x0168B121, true, true, false);
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break;
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case 8:
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_vm->gameState().sceneNum = 8;
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_childObject = new CreditsScene(_vm, this, false);
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break;
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case 1009:
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_vm->gameState().sceneNum = 3;
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// NOTE: Newly introduced sceneNum 1009 (was duplicate 3 with own update handler)
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createSmackerScene(0x0A840C01, true, true, false);
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break;
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default:
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break;
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}
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SetUpdateHandler(&Module1800::updateScene);
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_childObject->handleUpdate();
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}
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void Module1800::updateScene() {
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if (!updateChild()) {
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switch (_sceneNum) {
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case 0:
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if (_moduleResult == 1)
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createScene(4, 0);
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else if (_moduleResult == 2)
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createScene(1, -1);
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else if (_moduleResult == 3)
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createScene(3, 0);
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break;
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case 1:
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if (_navigationAreaType == 3)
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createScene(7, -1);
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else
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createScene(2, -1);
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break;
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case 2:
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createScene(0, 2);
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break;
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case 3:
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if (_moduleResult == 0)
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createScene(1009, -1);
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else if (_moduleResult == 1)
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createScene(0, 1);
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break;
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case 4:
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if (_moduleResult == 0)
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createScene(6, -1);
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else if (_moduleResult == 1)
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createScene(5, 0);
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else if (_moduleResult == 2)
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createScene(0, 3);
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else if (_moduleResult == 3)
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createScene(4, 3);
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break;
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case 5:
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if (_moduleResult == 0)
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leaveModule(2);
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else if (_moduleResult == 1)
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createScene(4, 3);
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break;
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case 6:
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createScene(8, -1);
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break;
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case 7:
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leaveModule(3);
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break;
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case 8:
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// NOTE: After Klaymen jumped into the hole and died...
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leaveModule(1);
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break;
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case 1009:
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leaveModule(0);
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break;
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default:
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break;
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}
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} else {
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switch (_sceneNum) {
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case 0:
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if (navigationScene()->isWalkingForward() && navigationScene()->getNavigationIndex() == 2)
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_vm->_soundMan->setTwoSoundsPlayFlag(false);
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break;
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default:
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break;
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}
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}
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}
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} // End of namespace Neverhood
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