1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "ngi/ngi.h"
24
25 #include "ngi/objectnames.h"
26 #include "ngi/constants.h"
27
28 #include "ngi/gameloader.h"
29 #include "ngi/motion.h"
30 #include "ngi/scenes.h"
31 #include "ngi/statics.h"
32
33 #include "ngi/interaction.h"
34 #include "ngi/behavior.h"
35
36 #define DBG 0
37
38 namespace NGI {
39
40 struct Bat {
41 StaticANIObject *ani;
42 double power;
43 double angle;
44 double currX;
45 double currY;
46 double powerCos;
47 double powerSin;
48 };
49
scene27_initScene(Scene * sc)50 void scene27_initScene(Scene *sc) {
51 g_vars->scene27_hitZone = sc->getPictureObjectById(PIC_SC27_HITZONE2, 0);
52 g_vars->scene27_driver = sc->getStaticANIObject1ById(ANI_VODILLA, -1);
53 g_vars->scene27_maid = sc->getStaticANIObject1ById(ANI_MAID, -1);
54 g_vars->scene27_batHandler = sc->getStaticANIObject1ById(ANI_BITAHANDLER, -1);
55
56 g_vars->scene27_balls.clear();
57 g_vars->scene27_bats.clear();
58 g_vars->scene27_var07.clear();
59
60 g_vars->scene27_driverHasVent = true;
61 g_vars->scene27_bat = sc->getStaticANIObject1ById(ANI_BITA, -1);
62
63 for (int i = 0; i < 4; i++) {
64 StaticANIObject *newbat = new StaticANIObject(g_vars->scene27_bat);
65
66 g_vars->scene27_balls.push_back(newbat);
67
68 sc->addStaticANIObject(newbat, 1);
69 }
70
71 g_vars->scene27_dudeIsAiming = false;
72 g_vars->scene27_maxPhaseReached = false;
73 g_vars->scene27_wipeIsNeeded = false;
74 g_vars->scene27_driverPushedButton = false;
75 g_vars->scene27_numLostBats = 0;
76 g_vars->scene27_knockCount = 0;
77 g_vars->scene27_launchPhase = 0;
78
79 Scene *oldsc = g_nmi->_currentScene;
80 g_nmi->_currentScene = sc;
81
82 if (g_nmi->getObjectState(sO_Maid) == g_nmi->getObjectEnumState(sO_Maid, sO_WithSwab)) {
83 g_vars->scene27_maid->changeStatics2(ST_MID_SWAB2);
84 } else if (g_nmi->getObjectState(sO_Maid) == g_nmi->getObjectEnumState(sO_Maid, sO_WithBroom)) {
85 g_vars->scene27_maid->changeStatics2(ST_MID_BROOM);
86 } else if (g_nmi->getObjectState(sO_Maid) == g_nmi->getObjectEnumState(sO_Maid, sO_WithSpade)) {
87 g_vars->scene27_maid->changeStatics2(ST_MID_SPADE);
88 }
89
90 g_nmi->_currentScene = oldsc;
91
92 g_nmi->setArcadeOverlay(PIC_CSR_ARCADE7);
93 }
94
scene27_updateCursor()95 int scene27_updateCursor() {
96 g_nmi->updateCursorCommon();
97
98 if (g_vars->scene27_dudeIsAiming) {
99 if (g_nmi->_cursorId != PIC_CSR_DEFAULT_INV && g_nmi->_cursorId != PIC_CSR_ITN_INV)
100 g_nmi->_cursorId = PIC_CSR_ARCADE7_D;
101
102 } else if (g_nmi->_objectIdAtCursor == ANI_MAN) {
103 if (g_vars->scene27_maxPhaseReached)
104 if (g_nmi->_cursorId == PIC_CSR_DEFAULT)
105 g_nmi->_cursorId = PIC_CSR_ITN;
106 }
107
108 return g_nmi->_cursorId;
109 }
110
sceneHandler27_driverGiveVent()111 void sceneHandler27_driverGiveVent() {
112 g_vars->scene27_driver->changeStatics2(ST_DRV_VENT);
113 g_vars->scene27_driver->startMQIfIdle(QU_DRV_GIVEVENT, 1);
114
115 g_vars->scene27_driverHasVent = false;
116
117 getCurrSceneSc2MotionController()->activate();
118 getGameLoaderInteractionController()->enableFlag24();
119
120 g_nmi->_behaviorManager->setFlagByStaticAniObject(g_nmi->_aniMan, 1);
121 }
122
sceneHandler27_winArcade()123 void sceneHandler27_winArcade() {
124 if (g_nmi->getObjectState(sO_Driver) == g_nmi->getObjectEnumState(sO_Driver, sO_WithSteering)) {
125 g_vars->scene27_dudeIsAiming = false;
126
127 g_nmi->_aniMan->_callback2 = 0; // Really NULL
128 g_nmi->_aniMan->changeStatics2(ST_MAN_RIGHT);
129
130 sceneHandler27_driverGiveVent();
131 }
132 }
133
sceneHandler27_takeVent()134 void sceneHandler27_takeVent() {
135 if (g_nmi->getObjectState(sO_Maid) == g_nmi->getObjectEnumState(sO_Maid, sO_WithSwab)) {
136 if (g_vars->scene27_maid->isIdle()) {
137 if (g_vars->scene27_maid->_flags & 4) {
138 g_vars->scene27_maid->changeStatics2(ST_MID_SWAB2);
139 g_vars->scene27_maid->startMQIfIdle(QU_MID_CLEANVENT, 1);
140 }
141 }
142 }
143 }
144
sceneHandler27_showNextBat()145 void sceneHandler27_showNextBat() {
146 if (g_vars->scene27_bat) {
147 MessageQueue *mq = new MessageQueue(g_nmi->_currentScene->getMessageQueueById(QU_SC27_SHOWBET), 0, 1);
148
149 mq->setParamInt(-1, g_vars->scene27_bat->_odelay);
150 mq->chain(0);
151 }
152
153 g_vars->scene27_batHandler->_priority = 1045;
154 }
155
sceneHandler27_updateScreenCallback()156 int sceneHandler27_updateScreenCallback() {
157 int res;
158
159 res = g_nmi->drawArcadeOverlay(getGameLoaderInteractionController()->_flag24 == 0);
160
161 if (!res)
162 g_nmi->_updateScreenCallback = 0;
163
164 return res;
165 }
166
sceneHandler27_aniManCallback(int * phase)167 void sceneHandler27_aniManCallback(int *phase) {
168 if (!g_vars->scene27_maxPhaseReached) {
169 if (*phase >= 5)
170 g_vars->scene27_maxPhaseReached = true;
171 else
172 ++*phase;
173 }
174 }
175
sceneHandler27_throwBat()176 void sceneHandler27_throwBat() {
177 if (getGameLoaderInteractionController()->_flag24)
178 g_nmi->_updateScreenCallback = sceneHandler27_updateScreenCallback;
179
180 g_nmi->_aniMan->_callback2 = sceneHandler27_aniManCallback;
181
182 g_nmi->_aniMan->startAnim(MV_MAN27_THROWBET, 0, -1);
183
184 getCurrSceneSc2MotionController()->deactivate();
185 getGameLoaderInteractionController()->disableFlag24();
186
187 g_nmi->_behaviorManager->setFlagByStaticAniObject(g_nmi->_aniMan, 0);
188
189 g_vars->scene27_maxPhaseReached = false;
190
191 g_vars->scene27_bat->hide();
192 }
193
sceneHandler27_clickBat(ExCommand * cmd)194 void sceneHandler27_clickBat(ExCommand *cmd) {
195 int bx = g_vars->scene27_bat->_ox - 5;
196 int by = g_vars->scene27_bat->_oy - 71;
197
198 #if DBG
199 sceneHandler27_throwBat();
200 return;
201 #endif
202
203 if (ABS(bx - g_nmi->_aniMan->_ox) > 1 || ABS(by - g_nmi->_aniMan->_oy) > 1
204 || g_nmi->_aniMan->_movement || g_nmi->_aniMan->_statics->_staticsId != ST_MAN_RIGHT) {
205 MessageQueue *mq = getCurrSceneSc2MotionController()->startMove(g_nmi->_aniMan, bx, by, 1, ST_MAN_RIGHT);
206
207 if (mq) {
208 mq->addExCommandToEnd(cmd->createClone());
209
210 postExCommand(g_nmi->_aniMan->_id, 2, bx, by, 0, -1);
211 }
212 } else {
213 sceneHandler27_throwBat();
214 }
215 }
216
sceneHandler27_maidSwab()217 void sceneHandler27_maidSwab() {
218 #if DBG
219 return;
220 #endif
221 if (g_nmi->getObjectState(sO_Maid) == g_nmi->getObjectEnumState(sO_Maid, sO_WithSwab))
222 g_vars->scene27_maid->changeStatics2(ST_MID_SWAB);
223 }
224
sceneHandler27_startBat(StaticANIObject * bat)225 void sceneHandler27_startBat(StaticANIObject *bat) {
226 debugC(2, kDebugSceneLogic, "scene27: startBat");
227
228 Bat *newbat = new Bat;
229
230 newbat->power = g_vars->scene27_launchPhase * 2.5 + 8.0;
231 newbat->angle = 0;
232 newbat->ani = bat;
233 newbat->powerCos = newbat->power * cos(0.0);
234 newbat->powerSin = newbat->power * sin(0.0);
235 newbat->currX = newbat->powerCos + (double)g_nmi->_aniMan->_ox + 42.0;
236 newbat->currY = newbat->powerSin + (double)g_nmi->_aniMan->_oy + 58.0;
237
238 bat->_statics = bat->_staticsList[0];
239 bat->setOXY((int)newbat->currX, (int)newbat->currY);
240 bat->_flags |= 4;
241
242 g_vars->scene27_bats.push_back(newbat);
243
244 sceneHandler27_maidSwab();
245 }
246
sceneHandler27_startAiming()247 void sceneHandler27_startAiming() {
248 g_vars->scene27_dudeIsAiming = false;
249 g_vars->scene27_maxPhaseReached = false;
250
251 g_nmi->_aniMan->_callback2 = 0; // Really NULL
252
253 g_vars->scene27_launchPhase = g_nmi->_aniMan->_movement->_currDynamicPhaseIndex - 6;
254
255 int phase = 21 - g_vars->scene27_launchPhase;
256
257 if (phase < 14)
258 phase = 14;
259
260 if (phase > 20)
261 phase = 20;
262
263 g_nmi->playSound(SND_27_044, 0);
264
265 g_nmi->_aniMan->_movement->setDynamicPhaseIndex(phase);
266 }
267
sceneHandler27_initAiming(ExCommand * cmd)268 void sceneHandler27_initAiming(ExCommand *cmd) {
269 g_vars->scene27_aimStartX = cmd->_x;
270 g_vars->scene27_aimStartY = cmd->_y;
271 g_vars->scene27_dudeIsAiming = true;
272 g_vars->scene27_maxPhaseReached = false;
273 }
274
sceneHandler27_aimDude()275 void sceneHandler27_aimDude() {
276 int phase = (g_vars->scene27_aimStartX - g_nmi->_mouseScreenPos.x) / 20 + 6;
277
278 if (phase < 6)
279 phase = 6;
280
281 if (phase > 11)
282 phase = 11;
283
284 if (g_nmi->_aniMan->_movement)
285 g_nmi->_aniMan->_movement->setDynamicPhaseIndex(phase);
286 }
287
sceneHandler27_wipeDo()288 void sceneHandler27_wipeDo() {
289 debugC(2, kDebugSceneLogic, "scene27: wipeDo");
290
291 for (uint i = 0; i < g_vars->scene27_bats.size(); i++) {
292 if (g_vars->scene27_bats[i]->currX < 800.0) {
293 g_vars->scene27_bats[i]->angle = atan2(520.0 - g_vars->scene27_bats[i]->currY, 800.0 - g_vars->scene27_bats[i]->currX);
294 g_vars->scene27_bats[i]->power += 1.0;
295 }
296 }
297 }
298
sceneHandler27_batFallLogic(uint batn)299 bool sceneHandler27_batFallLogic(uint batn) {
300 Bat *bat = g_vars->scene27_bats[batn];
301
302 int y = (int)((bat->currY - 458.0) * 0.4848484848484849 + 734.0);
303
304 if (y >= bat->currX)
305 return false;
306
307 if (bat->currX - y > 15.0 || bat->ani->_statics->_staticsId == ST_BTA_FALL) {
308 bat->ani->_priority = 2020;
309
310 g_vars->scene27_var07.push_back(bat);
311
312 if (batn != g_vars->scene27_bats.size() - 1)
313 g_vars->scene27_bats.remove_at(batn);
314 } else if (!bat->ani->_movement) {
315 bat->ani->startAnim(MV_BTA_FALL, 0, -1);
316 }
317
318 return true;
319 }
320
sceneHandler27_batCalcDistance(int bat1,int bat2)321 bool sceneHandler27_batCalcDistance(int bat1, int bat2) {
322 double at = atan2(g_vars->scene27_bats[bat1]->currY - g_vars->scene27_bats[bat2]->currY, g_vars->scene27_bats[bat1]->currX - g_vars->scene27_bats[bat2]->currX);
323 double dy = g_vars->scene27_bats[bat1]->currY - g_vars->scene27_bats[bat2]->currY;
324 double dx = g_vars->scene27_bats[bat1]->currX - g_vars->scene27_bats[bat2]->currX;
325 double ay = cos(at);
326 double ax = sin(at);
327
328 return sqrt(ax * ax * 0.25 + ay * ay) * 54.0 > sqrt(dx * dx + dy * dy);
329 }
330
sceneHandler27_knockBats(int bat1n,int bat2n)331 void sceneHandler27_knockBats(int bat1n, int bat2n) {
332 Bat *bat1 = g_vars->scene27_bats[bat1n];
333 Bat *bat2 = g_vars->scene27_bats[bat2n];
334
335 debugC(2, kDebugSceneLogic, "scene27: knockBats(%d, %d)", bat1n, bat2n);
336
337 if (bat1->power != 0.0) {
338 double rndF = (double)g_nmi->_rnd.getRandomNumber(32767) * 0.03 / 32767.0 - 0.015
339 + atan2(bat2->currY - bat1->currY, bat2->currX - bat1->currX);
340
341 double pow1x = cos(bat1->angle - rndF) * ((bat2->currX - bat1->currX) >= 0 ? bat1->power : -bat1->power);
342 double pow1y = sin(bat1->angle - rndF) * ((bat2->currY - bat1->currY) >= 0 ? bat1->power : -bat1->power);
343
344 debugC(3, kDebugSceneLogic, "scene27: knockBats: bat1 from: powerCos: %f powerSin: %f, power: %f, angle: %f",
345 bat1->powerCos, bat1->powerSin, bat1->power, bat1->angle);
346
347 bat1->powerCos -= pow1x * 1.1;
348 bat1->powerSin -= pow1y * 1.1;
349
350 debugC(3, kDebugSceneLogic, "scene27: knockBats: bat1 to: powerCos: %f powerSin: %f", bat1->powerCos, bat1->powerSin);
351
352 double rndF2 = (double)g_nmi->_rnd.getRandomNumber(32767) * 0.03 / 32767.0 - 0.015
353 + atan2(bat1->currY - bat2->currY, bat1->currX - bat2->currX);
354 double pow2x = cos(bat2->angle - rndF2) * ((bat1->currX - bat2->currX) >= 0 ? bat2->power : -bat2->power);
355 double pow2y = sin(bat2->angle - rndF2) * ((bat1->currY - bat2->currY) >= 0 ? bat2->power : -bat2->power);
356
357 debugC(3, kDebugSceneLogic, "scene27: knockBats: bat2 from: powerCos: %f powerSin: %f, power: %f, angle: %f",
358 bat2->powerCos, bat2->powerSin, bat2->power, bat2->angle);
359
360 bat2->powerCos -= pow2x * 1.1;
361 bat2->powerSin -= pow2y * 1.1;
362
363 debugC(3, kDebugSceneLogic, "scene27: knockBats: bat2 to: powerCos: %f powerSin: %f", bat2->powerCos, bat2->powerSin);
364
365 double rndCos = cos(rndF);
366 double rndSin = sin(rndF);
367
368 double dy = bat1->currY - bat2->currY;
369 double dx = bat1->currX - bat2->currX;
370 double dist = (sqrt(rndSin * rndSin * 0.25 + rndCos * rndCos) * 54.0 - sqrt(dx * dx + dy * dy)) / cos(rndF - bat1->angle);
371 bat1->currX = bat1->currX - cos(bat1->angle) * (dist + 1.0);
372 bat1->currY = bat1->currY - sin(bat1->angle) * (dist + 1.0);
373
374 bat1->powerCos += pow2x * 0.64;
375
376 debugC(3, kDebugSceneLogic, "scene27: knockBats: bat1 x: %g y: %g", bat1->currX, bat1->currY);
377
378 if (bat1->currX <= 500.0)
379 bat1->powerSin = 0.0;
380 else
381 bat1->powerSin += pow2y * 0.64;
382
383 bat1->angle = atan2(bat1->powerSin, bat1->powerCos);
384 bat1->power = sqrt(bat1->powerCos * bat1->powerCos + bat1->powerSin * bat1->powerSin);
385
386 debugC(3, kDebugSceneLogic, "scene27: knockBats: bat1 corrected: powerCos: %f powerSin: %f, power: %f, angle: %f",
387 bat1->powerCos, bat1->powerSin, bat1->power, bat1->angle);
388
389 bat2->powerCos += pow1x * 0.64;
390
391 if (bat2->currX <= 500.0)
392 bat2->powerSin = 0.0;
393 else
394 bat2->powerSin += pow1y * 0.64;
395
396 bat2->angle = atan2(bat2->powerSin, bat2->powerCos);
397 bat2->power = sqrt(bat2->powerCos * bat2->powerCos + bat2->powerSin * bat2->powerSin);
398
399 debugC(3, kDebugSceneLogic, "scene27: knockBats: bat2 corrected: powerCos: %f powerSin: %f, power: %f, angle: %f",
400 bat2->powerCos, bat2->powerSin, bat2->power, bat2->angle);
401
402 g_nmi->playSound(SND_27_026, 0);
403 }
404 }
405
sceneHandler27_batSetColors(int batn)406 void sceneHandler27_batSetColors(int batn) {
407 Bat *bat = g_vars->scene27_bats[batn];
408
409 if (g_vars->scene27_hitZone->isPixelHitAtPos((int)bat->currX, (int)bat->currY) ) {
410 if (bat->ani->_statics->_staticsId == ST_BTA_NORM) {
411 if (!bat->ani->_movement)
412 bat->ani->_statics = bat->ani->getStaticsById(ST_BTA_HILITE);
413 }
414 } else {
415 if (bat->ani->_statics->_staticsId == ST_BTA_HILITE) {
416 if (!bat->ani->_movement)
417 bat->ani->_statics = bat->ani->getStaticsById(ST_BTA_NORM);
418 }
419 }
420 }
421
sceneHandler27_driverPushButton()422 void sceneHandler27_driverPushButton() {
423 debugC(2, kDebugSceneLogic, "scene27: driverPushButton");
424
425 if (g_nmi->getObjectState(sO_Driver) == g_nmi->getObjectEnumState(sO_Driver, sO_WithSteering)) {
426 g_vars->scene27_driver->changeStatics2(ST_DRV_VENT);
427 chainQueue(QU_DRV_PUSHBUTTON, 1);
428
429 g_vars->scene27_driverPushedButton = true;
430 } else {
431 g_vars->scene27_driver->changeStatics2(ST_DRV_SITNOVENT);
432
433
434 chainQueue(QU_DRV_PUSHBUTTON_NOVENT, 1);
435
436 g_vars->scene27_driverPushedButton = true;
437 }
438 }
439
sceneHandler27_maidSwitchback()440 void sceneHandler27_maidSwitchback() {
441 #ifndef DBG
442 if (g_nmi->getObjectState(sO_Maid) == g_nmi->getObjectEnumState(sO_Maid, sO_WithSwab)) {
443 g_vars->scene27_maid->changeStatics2(ST_MID_SWAB);
444 g_vars->scene27_maid->startMQIfIdle(QU_MID_SWITCHBACK, 1);
445 }
446 #endif
447 }
448
sceneHandler27_batLogic()449 void sceneHandler27_batLogic() {
450 if (g_vars->scene27_balls.size()) {
451 g_vars->scene27_bat = g_vars->scene27_balls[0];
452
453 g_vars->scene27_balls.remove_at(0);
454
455 int mv;
456
457 switch (g_vars->scene27_batHandler->_statics->_staticsId) {
458 case ST_BTH_5:
459 mv = MV_BTH_5_4;
460 break;
461
462 case ST_BTH_4:
463 mv = MV_BTH_4_3;
464 break;
465
466 case ST_BTH_3:
467 mv = MV_BTH_3_2;
468 break;
469
470 case ST_BTH_2:
471 mv = MV_BTH_2_1;
472 break;
473
474 case ST_BTH_1:
475 mv = MV_BTH_1_0;
476 break;
477
478 default:
479 chainQueue(QU_SC27_RESTARTBETS, 1);
480
481 getCurrSceneSc2MotionController()->activate();
482 getGameLoaderInteractionController()->enableFlag24();
483
484 g_nmi->_behaviorManager->setFlagByStaticAniObject(g_nmi->_aniMan, 1);
485
486 return;
487 }
488
489 MessageQueue *mq = new MessageQueue(g_nmi->_globalMessageQueueList->compact());
490
491 mq->setFlags(mq->getFlags() | 1);
492
493 ExCommand *ex = new ExCommand(g_vars->scene27_batHandler->_id, 1, mv, 0, 0, 0, 1, 0, 0, 0);
494 ex->_excFlags |= 2;
495 mq->addExCommandToEnd(ex);
496
497 ex = new ExCommand(0, 17, MSG_SC27_CLICKBET, 0, 0, 0, 1, 0, 0, 0);
498 ex->_excFlags |= 3;
499 mq->addExCommandToEnd(ex);
500
501 mq->chain(0);
502 } else {
503 g_vars->scene27_bat = 0;
504 }
505 }
506
sceneHandler27_calcWinArcade()507 void sceneHandler27_calcWinArcade() {
508 if (!g_vars->scene27_wipeIsNeeded && !g_vars->scene27_driverPushedButton) {
509 int numHilite = 0;
510
511 for (uint i = 0; i < g_vars->scene27_bats.size(); i++) {
512 if (g_vars->scene27_bats[i]->ani->_statics->_staticsId == ST_BTA_HILITE)
513 numHilite++;
514 }
515
516 if (numHilite >= 3) {
517 if (g_nmi->getObjectState(sO_Driver) == g_nmi->getObjectEnumState(sO_Driver, sO_WithSteering)) {
518 sceneHandler27_driverGiveVent();
519 sceneHandler27_maidSwitchback();
520
521 return;
522 }
523 }
524
525 if (!g_vars->scene27_balls.size()) {
526 sceneHandler27_driverPushButton();
527 sceneHandler27_maidSwitchback();
528 return;
529 }
530
531 sceneHandler27_batLogic();
532 }
533
534 sceneHandler27_maidSwitchback();
535 }
536
sceneHandler27_regenBats()537 void sceneHandler27_regenBats() {
538 debugC(2, kDebugSceneLogic, "scene27: regenBats");
539
540 g_vars->scene27_wipeIsNeeded = false;
541
542 for (uint i = 0; i < g_vars->scene27_var07.size(); i++) {
543 g_vars->scene27_var07[i]->ani->hide();
544
545 StaticANIObject *newbat = g_vars->scene27_var07[i]->ani;
546
547 g_vars->scene27_balls.push_back(newbat);
548 }
549
550 g_vars->scene27_var07.clear();
551
552 sceneHandler27_batLogic();
553
554 g_vars->scene27_driverPushedButton = false;
555 }
556
sceneHandler27_animateBats()557 void sceneHandler27_animateBats() {
558 int oldCount = g_vars->scene27_knockCount;
559
560 g_vars->scene27_numLostBats = 0;
561 g_vars->scene27_knockCount = 0;
562
563 for (uint i = 0; i < g_vars->scene27_bats.size(); i++) {
564 Bat *bat = g_vars->scene27_bats[i];
565
566 bat->currX = cos(bat->angle) * bat->power + bat->currX;
567 bat->currY = sin(bat->angle) * bat->power + bat->currY;
568
569 bat->ani->setOXY((int)bat->currX, (int)bat->currY);
570 bat->ani->_priority = (int)(600.0 - bat->currY);
571
572 double powerDelta;
573
574 if (cos(bat->angle) >= 0.0 || bat->currX >= 362.0)
575 powerDelta = bat->power * 0.035;
576 else
577 powerDelta = bat->power * 0.4;
578
579 bat->power -= powerDelta;
580 bat->powerCos = cos(bat->angle) * bat->power;
581 bat->powerSin = sin(bat->angle) * bat->power;
582
583 if (bat->power >= 0.5)
584 g_vars->scene27_knockCount++;
585 else
586 bat->power = 0;
587
588 sceneHandler27_batSetColors(i);
589
590 if (!sceneHandler27_batFallLogic(i) && !g_vars->scene27_wipeIsNeeded) {
591 for (uint j = 0; j < g_vars->scene27_bats.size(); j++) {
592 if (i != j && sceneHandler27_batCalcDistance(i, j))
593 sceneHandler27_knockBats(i, j);
594 }
595 }
596 }
597
598 for (uint i = 0; i < g_vars->scene27_var07.size(); i++) {
599 Bat *bat = g_vars->scene27_var07[i];
600
601 if (bat->currY >= 700.0) {
602 g_vars->scene27_numLostBats++;
603 } else {
604 bat->currX = bat->powerCos + bat->currX;
605 bat->currY = bat->powerSin + bat->currY;
606 bat->ani->setOXY((int)bat->currX, (int)bat->currY);
607 bat->powerSin = bat->powerSin + 1.0;
608 }
609 }
610
611 if (oldCount != g_vars->scene27_knockCount && !g_vars->scene27_knockCount)
612 sceneHandler27_calcWinArcade();
613
614 if (g_vars->scene27_wipeIsNeeded) {
615 if (g_vars->scene27_numLostBats == 5)
616 sceneHandler27_regenBats();
617 }
618 }
619
sceneHandler27(ExCommand * cmd)620 int sceneHandler27(ExCommand *cmd) {
621 if (cmd->_messageKind != 17)
622 return 0;
623
624 switch (cmd->_messageNum) {
625 case MSG_CMN_WINARCADE:
626 sceneHandler27_winArcade();
627 break;
628
629 case MSG_SC27_TAKEVENT:
630 sceneHandler27_takeVent();
631 break;
632
633 case MSG_SC27_SHOWNEXTBET:
634 sceneHandler27_showNextBat();
635 break;
636
637 case MSG_SC27_HANDLERTOFRONT:
638 g_vars->scene27_batHandler->_priority = 1005;
639 break;
640
641 case MSG_SC27_STARTWIPE:
642 debugC(2, kDebugSceneLogic, "scene27: STARTWIPE");
643
644 g_vars->scene27_wipeIsNeeded = true;
645
646 g_nmi->playSound(SND_27_027, 0);
647 break;
648
649 case MSG_SC27_CLICKBET:
650 sceneHandler27_clickBat(cmd);
651 break;
652
653 case MSG_SC27_STARTBET:
654 if (g_vars->scene27_bat) {
655 sceneHandler27_startBat(g_vars->scene27_bat);
656 }
657 break;
658
659 case 30:
660 if (g_vars->scene27_dudeIsAiming) {
661 sceneHandler27_startAiming();
662 }
663 break;
664
665 case 29:
666 if (g_nmi->_aniMan == g_nmi->_currentScene->getStaticANIObjectAtPos(g_nmi->_sceneRect.left + cmd->_x, g_nmi->_sceneRect.top + cmd->_y) && g_vars->scene27_maxPhaseReached) {
667 sceneHandler27_initAiming(cmd);
668 }
669 break;
670
671 case 33:
672 if (g_nmi->_aniMan2) {
673 int x = g_nmi->_aniMan2->_ox;
674
675 if (x < g_nmi->_sceneRect.left + 200)
676 g_nmi->_currentScene->_x = x - 300 - g_nmi->_sceneRect.left;
677
678 if (x > g_nmi->_sceneRect.right - 200)
679 g_nmi->_currentScene->_x = x + 300 - g_nmi->_sceneRect.right;
680 }
681
682 if (g_vars->scene27_dudeIsAiming)
683 sceneHandler27_aimDude();
684
685 if (g_vars->scene27_wipeIsNeeded) {
686 sceneHandler27_wipeDo();
687
688 if (!g_nmi->_aniMan->_movement && g_nmi->_aniMan->_statics->_staticsId == ST_MAN_RIGHT)
689 g_nmi->_aniMan->startAnim(MV_MAN27_FLOW, 0, -1);
690 }
691
692 sceneHandler27_animateBats();
693
694 g_nmi->_behaviorManager->updateBehaviors();
695 g_nmi->startSceneTrack();
696
697 break;
698
699 default:
700 break;
701 }
702
703 return 0;
704 }
705
706 } // End of namespace NGI
707