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author | Peter Kohaut | 2017-03-29 01:50:47 +0200 |
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committer | Peter Kohaut | 2017-03-29 01:55:06 +0200 |
commit | d42b39817d89421b932f2b4079a2bed0b737754c (patch) | |
tree | 7eccdb4280cbd8ebbe5f7a7798ac8f9722ea1b64 /engines/bladerunner/script/scene/ct06.cpp | |
parent | 4564b84d918e13bfceed4338aa3111bf468b0f0e (diff) | |
download | scummvm-rg350-d42b39817d89421b932f2b4079a2bed0b737754c.tar.gz scummvm-rg350-d42b39817d89421b932f2b4079a2bed0b737754c.tar.bz2 scummvm-rg350-d42b39817d89421b932f2b4079a2bed0b737754c.zip |
BLADERUNNER: introduced some game constants
Game script are more readable now
Fixed name of Officer Leary
Diffstat (limited to 'engines/bladerunner/script/scene/ct06.cpp')
-rw-r--r-- | engines/bladerunner/script/scene/ct06.cpp | 48 |
1 files changed, 24 insertions, 24 deletions
diff --git a/engines/bladerunner/script/scene/ct06.cpp b/engines/bladerunner/script/scene/ct06.cpp index f334bd0132..e26b65c780 100644 --- a/engines/bladerunner/script/scene/ct06.cpp +++ b/engines/bladerunner/script/scene/ct06.cpp @@ -35,10 +35,10 @@ void SceneScriptCT06::InitializeScene() { } Scene_Exit_Add_2D_Exit(0, 0, 440, 639, 479, 2); Scene_Exit_Add_2D_Exit(1, 401, 162, 536, 317, 0); - if (Game_Flag_Query(40) && Actor_Query_In_Set(19, 30)) { - Actor_Put_In_Set(19, 29); - Actor_Set_At_XYZ(19, 58.41f, -58.23f, -24.97f, 240); - Actor_Retired_Here(19, 72, 36, 1, 0); + if (Game_Flag_Query(40) && Actor_Query_In_Set(kActorZuben, 30)) { + Actor_Put_In_Set(kActorZuben, 29); + Actor_Set_At_XYZ(kActorZuben, 58.41f, -58.23f, -24.97f, 240); + Actor_Retired_Here(kActorZuben, 72, 36, 1, kActorMcCoy); } Ambient_Sounds_Add_Looping_Sound(381, 100, 1, 1); Ambient_Sounds_Add_Looping_Sound(205, 20, 1, 1); @@ -51,7 +51,7 @@ void SceneScriptCT06::InitializeScene() { Ambient_Sounds_Add_Sound(379, 50, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(380, 70, 180, 50, 100, 0, 0, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(377, 60, 180, 50, 100, 0, 0, -101, -101, 0, 0); - if (Actor_Query_Goal_Number(19) == 13) { + if (Actor_Query_Goal_Number(kActorZuben) == 13) { Ambient_Sounds_Add_Sound(196, 1, 5, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(197, 1, 5, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(198, 1, 5, 25, 25, -100, 100, -101, -101, 0, 0); @@ -67,7 +67,7 @@ void SceneScriptCT06::SceneLoaded() { Unobstacle_Object("INSULPIP01", true); Unobstacle_Object("CB BOX04", true); Unclickable_Object("DOOR"); - if (Actor_Query_Goal_Number(19) == 13) { + if (Actor_Query_Goal_Number(kActorZuben) == 13) { Preload(3); Preload(4); Preload(389); @@ -88,22 +88,22 @@ bool SceneScriptCT06::ClickedOn3DObject(const char *objectName, bool a2) { bool SceneScriptCT06::ClickedOnActor(int actorId) { if (actorId == 19) { - Loop_Actor_Walk_To_Actor(0, 19, 24, 1, false); - Actor_Face_Actor(0, 19, true); + Loop_Actor_Walk_To_Actor(kActorMcCoy, kActorZuben, 24, 1, false); + Actor_Face_Actor(kActorMcCoy, kActorZuben, true); if (Game_Flag_Query(145)) { - Actor_Says(0, 8570, 13); + Actor_Says(kActorMcCoy, 8570, 13); return false; } - Actor_Clue_Acquire(0, 20, 1, -1); + Actor_Clue_Acquire(kActorMcCoy, kClueZuben, 1, -1); Item_Pickup_Spin_Effect(984, 340, 369); - Actor_Voice_Over(350, 99); - Actor_Voice_Over(360, 99); - Actor_Voice_Over(370, 99); + Actor_Voice_Over(350, kActorVoiceOver); + Actor_Voice_Over(360, kActorVoiceOver); + Actor_Voice_Over(370, kActorVoiceOver); if (!Game_Flag_Query(378)) { - Actor_Voice_Over(380, 99); - Actor_Voice_Over(390, 99); - Actor_Voice_Over(400, 99); - Actor_Voice_Over(410, 99); + Actor_Voice_Over(380, kActorVoiceOver); + Actor_Voice_Over(390, kActorVoiceOver); + Actor_Voice_Over(400, kActorVoiceOver); + Actor_Voice_Over(410, kActorVoiceOver); } Game_Flag_Set(145); return true; @@ -117,7 +117,7 @@ bool SceneScriptCT06::ClickedOnItem(int itemId, bool a2) { bool SceneScriptCT06::ClickedOnExit(int exitId) { if (exitId == 0) { - if (!Loop_Actor_Walk_To_XYZ(0, 20.41f, -58.23f, -2.17f, 0, 1, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 20.41f, -58.23f, -2.17f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(78); @@ -127,22 +127,22 @@ bool SceneScriptCT06::ClickedOnExit(int exitId) { return true; } if (exitId == 1) { - if (Actor_Query_Goal_Number(19) == 13) { - if (!Loop_Actor_Walk_To_XYZ(0, 203.91f, -58.02f, 0.47f, 0, 1, false, 0)) { + if (Actor_Query_Goal_Number(kActorZuben) == 13) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 203.91f, -58.02f, 0.47f, 0, 1, false, 0)) { Ambient_Sounds_Remove_Sound(196, true); Ambient_Sounds_Remove_Sound(197, true); Ambient_Sounds_Remove_Sound(198, true); Ambient_Sounds_Remove_Sound(199, true); Player_Loses_Control(); - Actor_Set_Goal_Number(19, 11); + Actor_Set_Goal_Number(kActorZuben, 11); Game_Flag_Reset(212); } return true; } - if (!Loop_Actor_Walk_To_XYZ(0, 203.91f, -58.02f, 0.47f, 0, 1, false, 0)) { + if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 203.91f, -58.02f, 0.47f, 0, 1, false, 0)) { if (Global_Variable_Query(1) < 3) { - Actor_Face_Object(0, "DOOR", true); - Actor_Says(0, 8522, 12); + Actor_Face_Object(kActorMcCoy, "DOOR", true); + Actor_Says(kActorMcCoy, 8522, 12); } else { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); |