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| author | Thanasis Antoniou | 2019-04-05 21:33:47 +0300 |
|---|---|---|
| committer | Thanasis Antoniou | 2019-04-05 21:35:55 +0300 |
| commit | a0beaa6f4e925292f3ffaa8045e580cd579d3ed0 (patch) | |
| tree | 8debb2e8a7d8d7a58295d939ea8cd8bfe2b3e8e5 /engines/bladerunner/script/scene/ps10.cpp | |
| parent | 62660da0bc8bdbaa464f8b25ee993f6dfb90aa85 (diff) | |
| download | scummvm-rg350-a0beaa6f4e925292f3ffaa8045e580cd579d3ed0.tar.gz scummvm-rg350-a0beaa6f4e925292f3ffaa8045e580cd579d3ed0.tar.bz2 scummvm-rg350-a0beaa6f4e925292f3ffaa8045e580cd579d3ed0.zip | |
BLADERUNNER: SFX named constants and MissSound fix
Still pending cleaning up Ambient_Sounds_Add_Sound and Ambient_Sounds_Add_Looping_Sound calls
Diffstat (limited to 'engines/bladerunner/script/scene/ps10.cpp')
| -rw-r--r-- | engines/bladerunner/script/scene/ps10.cpp | 102 |
1 files changed, 51 insertions, 51 deletions
diff --git a/engines/bladerunner/script/scene/ps10.cpp b/engines/bladerunner/script/scene/ps10.cpp index e2cbb5eb7c..19932495b0 100644 --- a/engines/bladerunner/script/scene/ps10.cpp +++ b/engines/bladerunner/script/scene/ps10.cpp @@ -51,7 +51,7 @@ static const int *getPoliceMazePS10TrackData1() { // Enemy linked series (kIte #endif // BLADERUNNER_ORIGINAL_BUGS kPMTIWaitRandom, 3000, 5000, kPMTIObstacleSet, kItemPS10Target1, - kPMTIPlaySound, 159, 100, + kPMTIPlaySound, kSfxUPTARG3, 100, kPMTIMove, 14, kPMTIWait, 1000, kPMTIRotate, 740, 80, @@ -63,7 +63,7 @@ static const int *getPoliceMazePS10TrackData1() { // Enemy linked series (kIte kPMTIWait, 0, kPMTIRotate, 488, 80, kPMTIWait, 1000, - kPMTIShoot, 27, 33, + kPMTIShoot, kSfxSMCAL3, 33, kPMTIWait, 0, kPMTIRotate, 740, 80, kPMTIPausedReset, kItemPS10Target2, // kItemPS10Target2 continues the route of this item @@ -113,7 +113,7 @@ static const int *getPoliceMazePS10TrackData3() { // Enemy (kItemPS10Target3) kPMTIPosition, 0, kPMTIWaitRandom, 3000, 5000, kPMTIObstacleSet, kItemPS10Target3, - kPMTIPlaySound, 159, 100, + kPMTIPlaySound, kSfxUPTARG3, 100, kPMTITargetSet, kItemPS10Target3, 1, kPMTIEnemyReset, kItemPS10Target3, kPMTIMove, 5, @@ -123,12 +123,12 @@ static const int *getPoliceMazePS10TrackData3() { // Enemy (kItemPS10Target3) kPMTIWait, 0, kPMTIRotate, 491, 80, kPMTIWait, 500, - kPMTIShoot, 27, 33, + kPMTIShoot, kSfxSMCAL3, 33, kPMTIWait, 500, kPMTIRotate, 233, 80, kPMTIWait, 0, kPMTIRotate, 993, 80, - kPMTIPlaySound, 34, 33, + kPMTIPlaySound, kSfxTARGUP6, 33, kPMTIMove, 0, kPMTIObstacleReset, kItemPS10Target3, #if BLADERUNNER_ORIGINAL_BUGS @@ -154,7 +154,7 @@ static const int *getPoliceMazePS10TrackData4() { // Innocent (kItemPS10Target kPMTIPosition, 0, kPMTIWaitRandom, 3000, 6000, kPMTIObstacleSet, kItemPS10Target4, - kPMTIPlaySound, 159, 100, + kPMTIPlaySound, kSfxUPTARG3, 100, kPMTITargetSet, kItemPS10Target4, 1, kPMTIEnemyReset, kItemPS10Target4, kPMTIMove, 34, @@ -187,7 +187,7 @@ static const int *getPoliceMazePS10TrackData5() { // Innocent (kItemPS10Target kPMTIPosition, 0, kPMTIWaitRandom, 4000, 6000, kPMTIObstacleSet, kItemPS10Target5, - kPMTIPlaySound, 159, 100, + kPMTIPlaySound, kSfxUPTARG3, 100, kPMTITargetSet, kItemPS10Target5, 1, kPMTIEnemyReset, kItemPS10Target5, kPMTIMove, 5, @@ -195,7 +195,7 @@ static const int *getPoliceMazePS10TrackData5() { // Innocent (kItemPS10Target kPMTIRotate, 512, 100, kPMTIWait, 2000, kPMTIRotate, 0, -100, - kPMTIPlaySound, 34, 33, + kPMTIPlaySound, kSfxTARGUP6, 33, kPMTIMove, 0, kPMTILeave, kPMTIObstacleReset, kItemPS10Target5, @@ -224,7 +224,7 @@ static const int *getPoliceMazePS10TrackData6() { // Enemy (kItemPS10Target6) kPMTIPosition, 0, kPMTIWaitRandom, 4000, 6000, kPMTIObstacleSet, kItemPS10Target6, - kPMTIPlaySound, 159, 100, + kPMTIPlaySound, kSfxUPTARG3, 100, kPMTITargetSet, kItemPS10Target6, 1, kPMTIEnemyReset, kItemPS10Target6, kPMTIMove, 7, @@ -234,12 +234,12 @@ static const int *getPoliceMazePS10TrackData6() { // Enemy (kItemPS10Target6) kPMTIWait, 0, kPMTIRotate, 500, 80, kPMTIWait, 1000, - kPMTIShoot, 27, 33, + kPMTIShoot, kSfxSMCAL3, 33, kPMTIWait, 0, kPMTIRotate, 750, 80, kPMTIWait, 0, kPMTIRotate, 999, 80, - kPMTIPlaySound, 34, 33, + kPMTIPlaySound, kSfxTARGUP6, 33, kPMTIMove, 0, kPMTIObstacleReset, kItemPS10Target6, #if BLADERUNNER_ORIGINAL_BUGS @@ -298,7 +298,7 @@ static const int *getPoliceMazePS10TrackData8() { // Enemy (kItemPS10Target8) kPMTIPosition, 0, kPMTIWaitRandom, 4000, 6000, kPMTIObstacleSet, kItemPS10Target8, - kPMTIPlaySound, 159, 100, + kPMTIPlaySound, kSfxUPTARG3, 100, kPMTITargetSet, kItemPS10Target8, 1, kPMTIEnemyReset, kItemPS10Target8, kPMTIMove, 34, @@ -307,7 +307,7 @@ static const int *getPoliceMazePS10TrackData8() { // Enemy (kItemPS10Target8) kPMTIRotate, 491, 80, kPMTIMove, 20, kPMTIWait, 0, // this results in shooting too fast - TODO maybe introduce a small wait here (50 or 150) - kPMTIShoot, 27, 33, + kPMTIShoot, kSfxSMCAL3, 33, kPMTIMove, 0, kPMTIObstacleReset, kItemPS10Target8, #if BLADERUNNER_ORIGINAL_BUGS @@ -336,44 +336,44 @@ static const int *getPoliceMazePS10TrackData9() { // Special (kItemPS10Target9 kPMTITargetSet, kItemPS10Target9, 1, kPMTIEnemySet, kItemPS10Target9, kPMTIObstacleSet, kItemPS10Target9, - kPMTIPlaySound, 0, 33, + kPMTIPlaySound, kSfxCROSLOCK, 33, kPMTIMove, 23, - kPMTIPlaySound, 0, 33, + kPMTIPlaySound, kSfxCROSLOCK, 33, kPMTIWait, 200, - kPMTIPlaySound, 32, 33, + kPMTIPlaySound, kSfxTARGUP4, 33, kPMTIRotate, 498, 100, - kPMTIPlaySound, 0, 33, + kPMTIPlaySound, kSfxCROSLOCK, 33, kPMTIWait, 100, - kPMTIShoot, 27, 33, - kPMTIPlaySound, 32, 33, + kPMTIShoot, kSfxSMCAL3, 33, + kPMTIPlaySound, kSfxTARGUP4, 33, kPMTIMove, 35, - kPMTIPlaySound, 32, 33, + kPMTIPlaySound, kSfxTARGUP4, 33, kPMTIWait, 100, - kPMTIShoot, 27, 33, - kPMTIPlaySound, 0, 33, + kPMTIShoot, kSfxSMCAL3, 33, + kPMTIPlaySound, kSfxCROSLOCK, 33, kPMTIMove, 23, - kPMTIPlaySound, 32, 33, + kPMTIPlaySound, kSfxTARGUP4, 33, kPMTIWait, 100, - kPMTIShoot, 27, 33, - kPMTIPlaySound, 32, 33, + kPMTIShoot, kSfxSMCAL3, 33, + kPMTIPlaySound, kSfxTARGUP4, 33, kPMTIRotate, 758, 100, - kPMTIPlaySound, 32, 33, + kPMTIPlaySound, kSfxTARGUP4, 33, kPMTIMove, 89, - kPMTIPlaySound, 0, 33, + kPMTIPlaySound, kSfxCROSLOCK, 33, kPMTIWaitRandom, 4000, 6000, kPMTITargetSet, kItemPS10Target9, 1, // intended: special: "second" enemy (re-using the target of the track) kPMTIEnemySet, kItemPS10Target9, // intended: special: "second" enemy (re-using the target of the track) kPMTIFacing, 216, - kPMTIPlaySound, 32, 33, + kPMTIPlaySound, kSfxTARGUP4, 33, kPMTIMove, 69, kPMTIWait, 100, - kPMTIPlaySound, 32, 33, + kPMTIPlaySound, kSfxTARGUP4, 33, kPMTIRotate, 498, 100, kPMTIWait, 100, - kPMTIShoot, 27, 33, - kPMTIPlaySound, 0, 33, + kPMTIShoot, kSfxSMCAL3, 33, + kPMTIPlaySound, kSfxCROSLOCK, 33, kPMTIRotate, 216, 100, - kPMTIPlaySound, 32, 33, + kPMTIPlaySound, kSfxTARGUP4, 33, kPMTIMove, 0, kPMTIObstacleReset, kItemPS10Target9, #if BLADERUNNER_ORIGINAL_BUGS @@ -401,25 +401,25 @@ void SceneScriptPS10::InitializeScene() { Scene_Exit_Add_2D_Exit(1, 0, 0, 20, 479, 3); Ambient_Sounds_Remove_All_Non_Looping_Sounds(0); - Ambient_Sounds_Add_Looping_Sound(387, 50, 1, 1); - Ambient_Sounds_Add_Looping_Sound( 54, 50, 1, 1); - Ambient_Sounds_Add_Sound( 1, 10, 50, 16, 25, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(389, 5, 50, 16, 25, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(390, 6, 50, 16, 25, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(443, 2, 100, 14, 16, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(444, 2, 100, 14, 16, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(445, 2, 100, 14, 16, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(446, 2, 100, 14, 16, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(303, 5, 100, 17, 27, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(304, 5, 100, 17, 27, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(305, 5, 100, 17, 27, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(306, 5, 100, 17, 27, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(307, 5, 100, 17, 27, -100, 100, -101, -101, 0, 0); - Ambient_Sounds_Add_Sound(308, 5, 100, 17, 27, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Looping_Sound(kSfxESPLOOP2, 50, 1, 1); + Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 50, 1, 1); + Ambient_Sounds_Add_Sound(kSfxSTEAM1, 10, 50, 16, 25, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(kSfxSTEAMY1, 5, 50, 16, 25, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(kSfxSTEAMY2, 6, 50, 16, 25, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(kSfxSCARY4, 2, 100, 14, 16, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(kSfxSCARY5, 2, 100, 14, 16, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(kSfxSCARY6, 2, 100, 14, 16, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(kSfxSCARY7, 2, 100, 14, 16, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 100, 17, 27, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 100, 17, 27, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 100, 17, 27, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(kSfxBBMOVE1, 5, 100, 17, 27, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(kSfxBBMOVE2, 5, 100, 17, 27, -100, 100, -101, -101, 0, 0); + Ambient_Sounds_Add_Sound(kSfxBBMOVE3, 5, 100, 17, 27, -100, 100, -101, -101, 0, 0); #if BLADERUNNER_ORIGINAL_BUGS #else // Moved here from PS15 - Sound_Play(155, 90, 0, 0, 50); // LABBUZZ1.AUD + Sound_Play(kSfxLABBUZZ1, 90, 0, 0, 50); #endif // BLADERUNNER_ORIGINAL_BUGS } @@ -501,14 +501,14 @@ bool SceneScriptPS10::ClickedOnItem(int itemId, bool combatMode) { if (Player_Query_Combat_Mode()) { switch (itemId) { case kItemPS10Target4: - Sound_Play(4, 50, 0, 0, 50); // FEMHURT2 + Sound_Play(kSfxFEMHURT2, 50, 0, 0, 50); break; case kItemPS10Target5: // fall-through case kItemPS10Target7: - Sound_Play(555, 50, 0, 0, 50); // MALEHURT + Sound_Play(kSfxMALEHURT, 50, 0, 0, 50); break; default: - Sound_Play(2, 12, 0, 0, 50); // SPINNY1 + Sound_Play(kSfxSPINNY1, 12, 0, 0, 50); break; } |
