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#include <game.h>
#include <stage.h>
#include "msgbox.h"
const char *PalaceDudeFileList[] = {"OpeningScene", 0};
class dPalaceDude_c : public dStageActor_c {
public:
static dPalaceDude_c *build();
bool hasBeenActivated;
bool hasExitedStage;
int onExecute();
};
/*****************************************************************************/
// Glue Code
dPalaceDude_c *dPalaceDude_c::build() {
void *buffer = AllocFromGameHeap1(sizeof(dPalaceDude_c));
dPalaceDude_c *c = new(buffer) dPalaceDude_c;
return c;
}
int dPalaceDude_c::onExecute() {
if (dFlagMgr_c::instance->flags & spriteFlagMask) {
if (!hasBeenActivated) {
// OSReport("Activating Palace Dude\n");
hasBeenActivated = true;
int delay;
if (!(settings & 0xF000000)) {
delay = 270;
StopBGMMusic(); }
else {
delay = 1020; }
dMsgBoxManager_c::instance->showMessage(
settings & 0xFFFFFF, // message ID
false, // cannot cancel
delay // delay
);
SaveBlock *save = GetSaveFile()->GetBlock(-1);
GameMgrP->switchPalaceFlag |= (1 << (settings >> 28));
}
}
if (hasBeenActivated) {
if (hasExitedStage)
return true;
// OSReport("Palace Dude is activated, %d\n", dMsgBoxManager_c::instance->visible);
if (!dMsgBoxManager_c::instance->visible) {
// OSReport("Exiting\n");
if (settings & 0xF000000)
SaveGame(0, false);
ExitStage(WORLD_MAP, 0x80000000, BEAT_LEVEL, MARIO_WIPE);
hasExitedStage = true;
}
}
return true;
}
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