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authorStrangerke2011-10-01 11:10:49 +0200
committerStrangerke2011-10-01 11:10:49 +0200
commit3ac1240b6a710b3a1e7394398adaa5958a838a6e (patch)
treeb2cb3cbc688837f65b24ec45503c8109eb9e246e
parent9bb978486b102dc751922c6d5f4e729e264c2887 (diff)
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CGE: Translate (and clarify) polish comments. Add a couple of doxygen comments
Thanks Aquadran for the initial translation of Polish comments
-rw-r--r--engines/cge/snail.cpp202
1 files changed, 109 insertions, 93 deletions
diff --git a/engines/cge/snail.cpp b/engines/cge/snail.cpp
index 74bc6acdf8..34adeb3a8e 100644
--- a/engines/cge/snail.cpp
+++ b/engines/cge/snail.cpp
@@ -162,7 +162,7 @@ void CommandHandler::runCommand() {
switch (tailCmd->_commandType) {
case kCmdLabel:
break;
- case kCmdPause :
+ case kCmdPause:
_timerExpiry = g_system->getMillis() + tailCmd->_val * kCommandFrameDelay;
if (_vm->_talk)
_textDelay = true;
@@ -375,6 +375,11 @@ bool CommandHandler::idle() {
return (_head == _tail);
}
+/**
+ * Handles mini-Games logic
+ * @param com Command
+ * @param num mini game number
+ */
void CGEEngine::snGame(Sprite *spr, int num) {
debugC(1, kCGEDebugEngine, "CGEEngine::snGame(spr, %d)", num);
@@ -402,66 +407,65 @@ void CGEEngine::snGame(Sprite *spr, int num) {
if (hand && Stage > kDressed)
++hand;
if (i >= 0 || (dup[i] == spr && newRandom(3) == 0)) {
- _commandHandler->addCommand(kCmdSeq, -1, 3, dup[0]); // yes
- _commandHandler->addCommand(kCmdSeq, -1, 3, dup[1]); // yes
- _commandHandler->addCommand(kCmdSeq, -1, 3, dup[2]); // yes
- _commandHandler->addCommand(kCmdTNext, -1, 0, dup[0]); // reset Take
- _commandHandler->addCommand(kCmdTNext, -1, 0, dup[1]); // reset Take
- _commandHandler->addCommand(kCmdTNext, -1, 0, dup[2]); // reset Take
- _commandHandler->addCommand(kCmdNNext, -1, 0, dup[0]); // reset Near
- _commandHandler->addCommand(kCmdPause, -1, 72, NULL); // little rest
- _commandHandler->addCommand(kCmdSay, 1, 16009, NULL); // hura
- _commandHandler->addCommand(kCmdSay, buref, 16010, NULL); // siadaj
- _commandHandler->addCommand(kCmdSay, 1, 16011, NULL); // postoj‘
+ _commandHandler->addCommand(kCmdSeq, -1, 3, dup[0]); // Yes
+ _commandHandler->addCommand(kCmdSeq, -1, 3, dup[1]); // Yes
+ _commandHandler->addCommand(kCmdSeq, -1, 3, dup[2]); // Yes
+ _commandHandler->addCommand(kCmdTNext, -1, 0, dup[0]); // Reset Take
+ _commandHandler->addCommand(kCmdTNext, -1, 0, dup[1]); // Reset Take
+ _commandHandler->addCommand(kCmdTNext, -1, 0, dup[2]); // Reset Take
+ _commandHandler->addCommand(kCmdNNext, -1, 0, dup[0]); // Reset Near
+ _commandHandler->addCommand(kCmdPause, -1, 72, NULL); // Pause the game for 72/80 second
+ _commandHandler->addCommand(kCmdSay, 1, 16009, NULL); // Say "I win.."
+ _commandHandler->addCommand(kCmdSay, buref, 16010, NULL); // Say "Go Sit..."
+ _commandHandler->addCommand(kCmdSay, 1, 16011, NULL); // Say "I prefer not"
if (hand) {
- _commandHandler->addCommand(kCmdSend, 16060 + hand, 16, NULL); // dawaj r‘k‘
- _commandHandler->addCommand(kCmdSeq, buref, 4, NULL); // zdejmowanie
- _commandHandler->addCommand(kCmdSeq, 16060 + hand, 1, NULL); // ruch
- _commandHandler->addCommand(kCmdSound, 16060 + hand, 16002, NULL); // szelest
- _commandHandler->addCommand(kCmdWait, 16060 + hand, 3, NULL); // podniesie
- _commandHandler->addCommand(kCmdSwap, buref, buref + 100, NULL); // rozdziana
- _commandHandler->addCommand(kCmdSeq, 16016, Stage, NULL); // rožnie kupa
- _commandHandler->addCommand(kCmdSend, 16060 + hand, -1, NULL); // chowaj r‘k‘
- _commandHandler->addCommand(kCmdWait, 16060 + hand, -1, NULL); // r‘ka zamar’a
+ _commandHandler->addCommand(kCmdSend, 16060 + hand, 16, NULL); // Give hand
+ _commandHandler->addCommand(kCmdSeq, buref, 4, NULL); // Take off
+ _commandHandler->addCommand(kCmdSeq, 16060 + hand, 1, NULL); // start one of the Bartender animations
+ _commandHandler->addCommand(kCmdSound, 16060 + hand, 16002, NULL); // Play tear sound
+ _commandHandler->addCommand(kCmdWait, 16060 + hand, 3, NULL); // Take up
+ _commandHandler->addCommand(kCmdSwap, buref, buref + 100, NULL); // Open hand
+ _commandHandler->addCommand(kCmdSeq, 16016, Stage, NULL); // Start Belongings animation
+ _commandHandler->addCommand(kCmdSend, 16060 + hand, -1, NULL); // Hide hand
+ _commandHandler->addCommand(kCmdWait, 16060 + hand, -1, NULL); // Stop moving hand
} else {
- _commandHandler->addCommand(kCmdSeq, buref, 4, NULL); // zdejmowanie
- _commandHandler->addCommand(kCmdSound, 16060 + hand, 16002, NULL); // szelest
- _commandHandler->addCommand(kCmdWait, buref, -1, NULL); // zdejmie
- _commandHandler->addCommand(kCmdSwap, buref, buref + 100, NULL); // rozdziana
- _commandHandler->addCommand(kCmdSeq, 16016, Stage, NULL); // rožnie kupa
+ _commandHandler->addCommand(kCmdSeq, buref, 4, NULL); // Take off
+ _commandHandler->addCommand(kCmdSound, 16060 + hand, 16002, NULL); // Play tear sound
+ _commandHandler->addCommand(kCmdWait, buref, -1, NULL); // Will take off
+ _commandHandler->addCommand(kCmdSwap, buref, buref + 100, NULL); // Open hand
+ _commandHandler->addCommand(kCmdSeq, 16016, Stage, NULL); // Start Belongings animation
}
- //SNPOST(SNSEQ, buref+100, 0, NULL); // reset
- _commandHandler->addCommand(kCmdPause, -1, 72, NULL); // chwilk‘...
- _commandHandler->addCommand(kCmdSeq, -1, 0, dup[1]); // odstaw Go
+ _commandHandler->addCommand(kCmdPause, -1, 72, NULL); // Pause the game for 72/80 second
+ _commandHandler->addCommand(kCmdSeq, -1, 0, dup[1]); // Get away (Him)
_commandHandler->addCommand(kCmdSetXY, -1, 203 + kScrWidth * 49, dup[1]);
_commandHandler->addCommand(kCmdSetZ, -1, 7, dup[1]);
- _commandHandler->addCommand(kCmdSeq, -1, 0, dup[2]); // odstaw J†
+ _commandHandler->addCommand(kCmdSeq, -1, 0, dup[2]); // Get Away (Her)
_commandHandler->addCommand(kCmdSetXY, -1, 182 + kScrWidth * 62, dup[2]);
_commandHandler->addCommand(kCmdSetZ, -1, 9, dup[2]);
_game = 0;
return;
} else {
- _commandHandler->addCommand(kCmdSeq, -1, 2, dup[0]); // no
- _commandHandler->addCommand(kCmdSeq, -1, 2, dup[1]); // no
- _commandHandler->addCommand(kCmdSeq, -1, 2, dup[2]); // no
- _commandHandler->addCommand(kCmdPause, -1, 72, NULL); // 1 sec
+ _commandHandler->addCommand(kCmdSeq, -1, 2, dup[0]); // reset animation sequence
+ _commandHandler->addCommand(kCmdSeq, -1, 2, dup[1]); // reset animation sequence
+ _commandHandler->addCommand(kCmdSeq, -1, 2, dup[2]); // reset animation sequence
+ _commandHandler->addCommand(kCmdPause, -1, 72, NULL); // Pause the game for 72/80 second
}
}
- _commandHandler->addCommand(kCmdWalk, 198, 134, NULL); // na miejsce
- _commandHandler->addCommand(kCmdWait, 1, -1, NULL); // stoi
- _commandHandler->addCommand(kCmdCover, 1, 16101, NULL); // ch’op do bicia
- _commandHandler->addCommand(kCmdSeq, 16101, 1, NULL); // wystaw
- _commandHandler->addCommand(kCmdWait, 16101, 5, NULL); // czekaj
- _commandHandler->addCommand(kCmdPause, 16101, 24, NULL); // czekaj chwil‘
- _commandHandler->addCommand(kCmdSeq, 16040, 1, NULL); // plask
- _commandHandler->addCommand(kCmdSound, 16101, 16001, NULL); // plask!
- _commandHandler->addCommand(kCmdPause, 16101, 24, NULL); // czekaj chwil‘
- _commandHandler->addCommand(kCmdSeq, 16040, 0, NULL); // schowaj plask
- _commandHandler->addCommand(kCmdWait, 16101, -1, NULL); // stoi
+ _commandHandler->addCommand(kCmdWalk, 198, 134, NULL); // Go to place
+ _commandHandler->addCommand(kCmdWait, 1, -1, NULL); // Stop moving
+ _commandHandler->addCommand(kCmdCover, 1, 16101, NULL); // Man to beat
+ _commandHandler->addCommand(kCmdSeq, 16101, 1, NULL); // Start Chief animation (16dupnia)
+ _commandHandler->addCommand(kCmdWait, 16101, 5, NULL); // wait
+ _commandHandler->addCommand(kCmdPause, 16101, 24, NULL); // Pause the game for 24/80 second
+ _commandHandler->addCommand(kCmdSeq, 16040, 1, NULL); // Start Slap animation (16plask)
+ _commandHandler->addCommand(kCmdSound, 16101, 16001, NULL); // Play "Slap" sound
+ _commandHandler->addCommand(kCmdPause, 16101, 24, NULL); // Pause the game for 24/80 second
+ _commandHandler->addCommand(kCmdSeq, 16040, 0, NULL); // Reset animation sequence
+ _commandHandler->addCommand(kCmdWait, 16101, -1, NULL); // stay
_commandHandler->addCommand(kCmdUncover, 1, 16101, NULL); // SDS
if (!_game) {
- _commandHandler->addCommand(kCmdSay, buref, 16008, NULL); // zgadnij!
+ _commandHandler->addCommand(kCmdSay, buref, 16008, NULL); // say "Guess!"
_game = true;
}
}
@@ -495,19 +499,19 @@ void CGEEngine::snGame(Sprite *spr, int num) {
bool hit = (_sprK1->_seqPtr + _sprK2->_seqPtr + _sprK3->_seqPtr == 15);
if (hit) {
if (spr->_ref == 1) {
- _commandHandler->addCommand(kCmdSay, 1, 20003, NULL); // hura!
- _commandHandler->addCommand(kCmdSeq, 20011, 2, NULL); // kamera won
- _commandHandler->addCommand(kCmdSend, 20701, -1, NULL); // k1 won
- _commandHandler->addCommand(kCmdSend, 20702, -1, NULL); // k2 won
- _commandHandler->addCommand(kCmdSend, 20703, -1, NULL); // k3 won
- _commandHandler->addCommand(kCmdSend, 20700, -1, NULL); // tv won
- _commandHandler->addCommand(kCmdKeep, 20007, 0, NULL); // do kieszeni
- _commandHandler->addCommand(kCmdSend, 20006, 20, NULL); // bilon
- _commandHandler->addCommand(kCmdSound, 20006, 20002, NULL); // bilon!
- _commandHandler->addCommand(kCmdSay, 20002, 20004, NULL);
- _commandHandler->addCommand(kCmdSend, 20010, 20, NULL); // papier
- _commandHandler->addCommand(kCmdSound, 20010, 20003, NULL); // papier!
- _commandHandler->addCommand(kCmdSay, 20001, 20005, NULL);
+ _commandHandler->addCommand(kCmdSay, 1, 20003, NULL); // hurray!
+ _commandHandler->addCommand(kCmdSeq, 20011, 2, NULL); // Camera away
+ _commandHandler->addCommand(kCmdSend, 20701, -1, NULL); // move dice1 to scene -1
+ _commandHandler->addCommand(kCmdSend, 20702, -1, NULL); // move dice2 to scene -1
+ _commandHandler->addCommand(kCmdSend, 20703, -1, NULL); // move dice3 to scene -1
+ _commandHandler->addCommand(kCmdSend, 20700, -1, NULL); // move TV to scene -1
+ _commandHandler->addCommand(kCmdKeep, 20007, 0, NULL); // to pocket
+ _commandHandler->addCommand(kCmdSend, 20006, 20, NULL); // Move Coin to scene 20
+ _commandHandler->addCommand(kCmdSound, 20006, 20002, NULL); // Play Coin sound
+ _commandHandler->addCommand(kCmdSay, 20002, 20004, NULL); // Say "Luck guy..."
+ _commandHandler->addCommand(kCmdSend, 20010, 20, NULL); // Move Paper to scene 20
+ _commandHandler->addCommand(kCmdSound, 20010, 20003, NULL); // Play "ksh" sound! (fx20003.wav)
+ _commandHandler->addCommand(kCmdSay, 20001, 20005, NULL); // Say "Congratulations"
_game = false;
return;
} else
@@ -517,12 +521,14 @@ void CGEEngine::snGame(Sprite *spr, int num) {
if (_gameCase2Cpt < 100) {
switch (_gameCase2Cpt) {
case 15:
+ // Give hint about ALTered dice
_commandHandler->addCommand(kCmdSay, 20003, 20021, NULL);
break;
case 30:
case 45:
case 60:
case 75:
+ // Tell to use ALT key
_commandHandler->addCommand(kCmdSay, 20003, 20022, NULL);
break;
}
@@ -531,48 +537,48 @@ void CGEEngine::snGame(Sprite *spr, int num) {
switch (spr->_ref) {
case 1:
- _commandHandler->addCommand(kCmdSay, 20001, 20011, NULL); // zapro
- _commandHandler->addCommand(kCmdSeq, 20001, 1, NULL); // rzuŤ
- _commandHandler->addCommand(kCmdWait, 20001, 1, NULL); // czekaj
- _commandHandler->addCommand(kCmdSetZ, 20700, 2, NULL); // skryj k
- _commandHandler->addCommand(kCmdHide, 20007, 1, NULL); // skryj k
- _commandHandler->addCommand(kCmdWait, 20001, 16, NULL); // czekaj
- _commandHandler->addCommand(kCmdSeq, 20007, 1, NULL); // lec†
- _commandHandler->addCommand(kCmdHide, 20007, 0, NULL); // poka§
- _commandHandler->addCommand(kCmdSound, 20007, 20001, NULL); // grzech
- _commandHandler->addCommand(kCmdWait, 20007, -1, NULL); // koniec
+ _commandHandler->addCommand(kCmdSay, 20001, 20011, NULL); // Say "It'a my turn"
+ _commandHandler->addCommand(kCmdSeq, 20001, 1, NULL); // Throw diceŤ
+ _commandHandler->addCommand(kCmdWait, 20001, 1, NULL); // wait
+ _commandHandler->addCommand(kCmdSetZ, 20700, 2, NULL); // hide dice
+ _commandHandler->addCommand(kCmdHide, 20007, 1, NULL); // hide dice
+ _commandHandler->addCommand(kCmdWait, 20001, 16, NULL); // wait
+ _commandHandler->addCommand(kCmdSeq, 20007, 1, NULL); // Start dice animation (20kosci)
+ _commandHandler->addCommand(kCmdHide, 20007, 0, NULL); // unhide
+ _commandHandler->addCommand(kCmdSound, 20007, 20001, NULL); // Play Dice sound
+ _commandHandler->addCommand(kCmdWait, 20007, -1, NULL); // the end
_commandHandler->addCommand(kCmdGame, 20001, 2, NULL); // again!
break;
case 20001:
- _commandHandler->addCommand(kCmdSay, 20002, 20012, NULL); // zapro
- _commandHandler->addCommand(kCmdSeq, 20002, 1, NULL); // rzuŤ
- _commandHandler->addCommand(kCmdWait, 20002, 3, NULL); // czekaj
- _commandHandler->addCommand(kCmdSetZ, 20700, 2, NULL); // skryj k
- _commandHandler->addCommand(kCmdHide, 20007, 1, NULL); // skryj k
- _commandHandler->addCommand(kCmdWait, 20002, 10, NULL); // czekaj
- _commandHandler->addCommand(kCmdSeq, 20007, 2, NULL); // lec†
- _commandHandler->addCommand(kCmdHide, 20007, 0, NULL); // poka§
- _commandHandler->addCommand(kCmdSound, 20007, 20001, NULL); // grzech
- _commandHandler->addCommand(kCmdWait, 20007, -1, NULL); // koniec
+ _commandHandler->addCommand(kCmdSay, 20002, 20012, NULL); // Say "Now it's mine"
+ _commandHandler->addCommand(kCmdSeq, 20002, 1, NULL); // Throw diceŤ
+ _commandHandler->addCommand(kCmdWait, 20002, 3, NULL); // wait
+ _commandHandler->addCommand(kCmdSetZ, 20700, 2, NULL); // hide dice
+ _commandHandler->addCommand(kCmdHide, 20007, 1, NULL); // hide dice
+ _commandHandler->addCommand(kCmdWait, 20002, 10, NULL); // wait
+ _commandHandler->addCommand(kCmdSeq, 20007, 2, NULL); // Start dice animation (20kosci)
+ _commandHandler->addCommand(kCmdHide, 20007, 0, NULL); // unhide
+ _commandHandler->addCommand(kCmdSound, 20007, 20001, NULL); // Play Dice sound
+ _commandHandler->addCommand(kCmdWait, 20007, -1, NULL); // the end
_commandHandler->addCommand(kCmdGame, 20002, 2, NULL); // again!
break;
case 20002:
- _commandHandler->addCommand(kCmdSay, 20002, 20010, NULL); // zapro
- _commandHandler->addCommand(kCmdWalk, 20005, -1, NULL); // do stol
- _commandHandler->addCommand(kCmdWait, 1, -1, NULL); // stoi
- _commandHandler->addCommand(kCmdCover, 1, 20101, NULL); // grasol
- _commandHandler->addCommand(kCmdSeq, 20101, 1, NULL); // rzuŤ
- _commandHandler->addCommand(kCmdWait, 20101, 5, NULL); // czekaj
- _commandHandler->addCommand(kCmdSetZ, 20700, 2, NULL); // skryj k
- _commandHandler->addCommand(kCmdHide, 20007, 1, NULL); // skryj k
- _commandHandler->addCommand(kCmdWait, 20101, 15, NULL); // czekaj
- _commandHandler->addCommand(kCmdSeq, 20007, 1, NULL); // lec†
- _commandHandler->addCommand(kCmdHide, 20007, 0, NULL); // poka§
- _commandHandler->addCommand(kCmdSound, 20007, 20001, NULL); // grzech
- _commandHandler->addCommand(kCmdWait, 20101, -1, NULL); // koniec
- _commandHandler->addCommand(kCmdUncover, 1, 20101, NULL); // SDS
+ _commandHandler->addCommand(kCmdSay, 20002, 20010, NULL); // "Roll the bones!"
+ _commandHandler->addCommand(kCmdWalk, 20005, -1, NULL); // Walk to table
+ _commandHandler->addCommand(kCmdWait, 1, -1, NULL); // Wait
+ _commandHandler->addCommand(kCmdCover, 1, 20101, NULL); // grasol ??
+ _commandHandler->addCommand(kCmdSeq, 20101, 1, NULL); // Start Chief animation (20solgra)Ť
+ _commandHandler->addCommand(kCmdWait, 20101, 5, NULL); // Wait
+ _commandHandler->addCommand(kCmdSetZ, 20700, 2, NULL); // Hide dice
+ _commandHandler->addCommand(kCmdHide, 20007, 1, NULL); // Hide dice
+ _commandHandler->addCommand(kCmdWait, 20101, 15, NULL); // wait
+ _commandHandler->addCommand(kCmdSeq, 20007, 1, NULL); // Start dice animation (20kosci)
+ _commandHandler->addCommand(kCmdHide, 20007, 0, NULL); // Unhide
+ _commandHandler->addCommand(kCmdSound, 20007, 20001, NULL); // Play Dice sound
+ _commandHandler->addCommand(kCmdWait, 20101, -1, NULL); // the end
+ _commandHandler->addCommand(kCmdUncover, 1, 20101, NULL); // SDS ??
_commandHandler->addCommand(kCmdGame, 1, 2, NULL); // again!
break;
}
@@ -593,6 +599,11 @@ void CGEEngine::contractSprite(Sprite *spr) {
_vga->_spareQ->append(_vga->_showQ->remove(spr));
}
+/**
+ * Check if an item is in the inventory, and returns its position
+ * @param spr Sprite pointer
+ * @return -1 if not found, else index.
+ */
int CGEEngine::findPocket(Sprite *spr) {
debugC(1, kCGEDebugEngine, "CGEEngine::findPocket(spr)");
@@ -1038,6 +1049,11 @@ void CGEEngine::snKill(Sprite *spr) {
}
}
+/**
+ * Play a FX sound
+ * @param spr Sprite pointer
+ * @param wav FX index
+ */
void CGEEngine::snSound(Sprite *spr, int wav) {
debugC(1, kCGEDebugEngine, "CGEEngine::snSound(spr, %d)", wav);