scummvm/engines/illusions/threads/causethread_duckman.cpp
Eric Fry 423a8ec433 ILLUSIONS: Replace 0x40004 with CURSOR_OBJECT_ID constant
Fix pan bug in starship enterprise scene
Add sequence opcode name to debug log
Hack to fix endless loop bug outside the starship enterprise
2018-07-20 06:43:33 +00:00

58 lines
2 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "illusions/duckman/illusions_duckman.h"
#include "illusions/threads/causethread_duckman.h"
#include "illusions/actor.h"
#include "illusions/input.h"
namespace Illusions {
// CauseThread_Duckman
CauseThread_Duckman::CauseThread_Duckman(IllusionsEngine_Duckman *vm, uint32 threadId, uint32 callingThreadId, uint notifyFlags,
uint32 triggerThreadId)
: Thread(vm, threadId, callingThreadId, notifyFlags), _vm(vm), _triggerThreadId(triggerThreadId), _flag(false) {
_type = kTTCauseThread;
_sceneId = _vm->getCurrentScene();
}
int CauseThread_Duckman::onUpdate() {
if (_flag) {
if (_vm->getCurrentScene() == _sceneId) {
Control *cursorCursor = _vm->getObjectControl(Illusions::CURSOR_OBJECT_ID);
cursorCursor->appearActor();
_vm->_input->discardEvent(kEventLeftClick);
}
return kTSTerminate;
} else {
_sceneId = _vm->getCurrentScene();
Control *cursorCursor = _vm->getObjectControl(Illusions::CURSOR_OBJECT_ID);
cursorCursor->disappearActor();
_vm->_input->discardEvent(kEventLeftClick);
_vm->startScriptThread(_triggerThreadId, _threadId);
_flag = true;
return kTSSuspend;
}
}
} // End of namespace Illusions