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109
engines/ngi/fullpipe/sceneIntro.cpp
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109
engines/ngi/fullpipe/sceneIntro.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 "ngi/ngi.h"
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#include "ngi/constants.h"
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#include "ngi/gameloader.h"
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#include "ngi/motion.h"
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#include "ngi/scenes.h"
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#include "ngi/modal.h"
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#include "ngi/statics.h"
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namespace NGI {
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int sceneIntro_updateCursor() {
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g_nmi->_cursorId = 0;
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return 0;
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}
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void sceneIntro_initScene(Scene *sc) {
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g_nmi->_gameLoader->loadScene(SC_INTRO2);
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g_vars->sceneIntro_aniin1man = sc->getStaticANIObject1ById(ANI_IN1MAN, -1);
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g_vars->sceneIntro_needSleep = true;
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g_vars->sceneIntro_needGetup = false;
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g_vars->sceneIntro_playing = true;
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g_vars->sceneIntro_needBlackout = false;
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if (g_nmi->_recordEvents || g_nmi->_inputArFlag)
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g_vars->sceneIntro_skipIntro = false;
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g_nmi->_modalObject = new ModalIntro;
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}
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void sceneHandlerIntro_part1() {
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g_nmi->_currentScene = g_nmi->accessScene(SC_INTRO1);
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chainQueue(QU_INTR_FINISH, 0);
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}
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void sceneHandlerIntro_part2() {
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g_nmi->_currentScene = g_nmi->accessScene(SC_INTRO2);
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chainQueue(QU_IN2_DO, 0);
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}
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int sceneHandlerIntro(ExCommand *ex) {
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if (ex->_messageKind != 17)
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return 0;
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switch (ex->_messageNum) {
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case MSG_INTR_ENDINTRO:
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g_vars->sceneIntro_playing = 0;
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return 0;
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case MSG_INTR_SWITCHTO1:
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sceneHandlerIntro_part1();
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return 0;
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case MSG_INTR_GETUPMAN:
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g_vars->sceneIntro_needSleep = 0;
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g_vars->sceneIntro_needGetup = 1;
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return 0;
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case MSG_INTR_SWITCHTO2:
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sceneHandlerIntro_part2();
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return 0;
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case 33:
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// fall through
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break;
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default:
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return 0;
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}
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if (g_vars->sceneIntro_needSleep) {
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if (!g_vars->sceneIntro_aniin1man->_movement && g_vars->sceneIntro_aniin1man->_statics->_staticsId == ST_IN1MAN_SLEEP)
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g_vars->sceneIntro_aniin1man->startAnim(MV_IN1MAN_SLEEP, 0, -1);
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} else if (g_vars->sceneIntro_needGetup && !g_vars->sceneIntro_aniin1man->_movement &&
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g_vars->sceneIntro_aniin1man->_statics->_staticsId == ST_IN1MAN_SLEEP) {
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g_vars->sceneIntro_needGetup = 0;
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chainQueue(QU_INTR_GETUPMAN, 0);
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}
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g_nmi->startSceneTrack();
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return 0;
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}
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} // End of namespace NGI
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