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authorStrangerke2014-04-16 07:54:46 +0200
committerStrangerke2014-04-16 07:54:46 +0200
commitec9c7166abe03e19a663082649fc5be12bc5dae5 (patch)
tree97c8bffd4013c43dc6d56dcd04fc818d7eedfd2b /engines/mads/nebular/nebular_scenes2.cpp
parenteb26b70fc55e47a44faefba2fca9570850a25ff2 (diff)
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MADS: Remove some useless accolades, implement scene 216
Diffstat (limited to 'engines/mads/nebular/nebular_scenes2.cpp')
-rw-r--r--engines/mads/nebular/nebular_scenes2.cpp68
1 files changed, 45 insertions, 23 deletions
diff --git a/engines/mads/nebular/nebular_scenes2.cpp b/engines/mads/nebular/nebular_scenes2.cpp
index 45ea496132..6080c09fd4 100644
--- a/engines/mads/nebular/nebular_scenes2.cpp
+++ b/engines/mads/nebular/nebular_scenes2.cpp
@@ -11,7 +11,7 @@
* 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
+ * 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
@@ -4537,12 +4537,11 @@ void Scene211::preActions() {
&& (_scene->_customDest.x <= 52) && (_scene->_customDest.y >= 132))
_game._player.walk(Common::Point(52, 132), FACING_WEST);
- if (_action.isAction(0x1AD, 0x1AE)) {
- if (_game._objects.isInInventory(OBJ_BINOCULARS) && (_globals[kMonkeyStatus] == MONKEY_AMBUSH_READY) ) {
+ if (_action.isAction(0x1AD, 0x1AE)) {
+ if (_game._objects.isInInventory(OBJ_BINOCULARS) && (_globals[kMonkeyStatus] == MONKEY_AMBUSH_READY))
_game._player.walk(Common::Point(52, 132), FACING_WEST);
- } else {
+ else
_game._player._walkOffScreenSceneId = 210;
- }
}
if (_action.isAction(0x1AD, 0x1B1))
@@ -4550,16 +4549,16 @@ void Scene211::preActions() {
}
void Scene211::actions() {
- if (_action._lookFlag && (_globals[kMonkeyStatus] == MONKEY_AMBUSH_READY)) {
+ if (_action._lookFlag && (_globals[kMonkeyStatus] == MONKEY_AMBUSH_READY))
_vm->_dialogs->show(0x5277);
- } else if (_action.isAction(VERB_LOOK, 0x27, 0x100)) {
+ else if (_action.isAction(VERB_LOOK, 0x27, 0x100))
_vm->_dialogs->show(0x527C);
- } else if (_action.isAction(VERB_LOOK, 0x3A)) {
+ else if (_action.isAction(VERB_LOOK, 0x3A))
_vm->_dialogs->show(0x526D);
- } else if (_action.isAction(VERB_LOOK, 0x1B2)) {
+ else if (_action.isAction(VERB_LOOK, 0x1B2))
_vm->_dialogs->show(0x526E);
- } else if (_action.isAction(VERB_LOOK, 0x100)) {
- if (_globals[kMonkeyStatus] == MONKEY_AMBUSH_READY) {
+ else if (_action.isAction(VERB_LOOK, 0x100)) {
+ if (_globals[kMonkeyStatus] == MONKEY_AMBUSH_READY) {
if (_game._storyMode == STORYMODE_NAUGHTY)
_vm->_dialogs->show(0x526F);
else
@@ -4572,19 +4571,19 @@ void Scene211::actions() {
_vm->_dialogs->show(0x5272);
else
_vm->_dialogs->show(0x5273);
- } else if (_action.isAction(VERB_LOOK, 0xB8)) {
+ } else if (_action.isAction(VERB_LOOK, 0xB8))
_vm->_dialogs->show(0x5274);
- } else if (_action.isAction(VERB_LOOK, 0x1B1)) {
+ else if (_action.isAction(VERB_LOOK, 0x1B1))
_vm->_dialogs->show(0x5275);
- } else if (_action.isAction(VERB_LOOK, 0x1AE)) {
+ else if (_action.isAction(VERB_LOOK, 0x1AE))
_vm->_dialogs->show(0x5276);
- } else if (_action.isAction(VERB_LOOK, 0x144)) {
+ else if (_action.isAction(VERB_LOOK, 0x144))
_vm->_dialogs->show(0x5279);
- } else if (_action.isAction(VERB_TAKE, 0x144)) {
+ else if (_action.isAction(VERB_TAKE, 0x144))
_vm->_dialogs->show(0x527A);
- } else if (_action.isAction(VERB_LOOK, 0x129)) {
+ else if (_action.isAction(VERB_LOOK, 0x129))
_vm->_dialogs->show(0x527B);
- } else
+ else
return;
_action._inProgress = false;
@@ -4681,7 +4680,7 @@ void Scene214::enter() {
}
if (_game._objects.isInRoom(OBJ_BLOWGUN)) {
- _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 6, 0, 0, 0);
+ _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 6, 0, 0, 0);
_scene->_sequences.setMsgPosition(_globals._sequenceIndexes[2], Common::Point(90, 87));
_scene->_sequences.setDepth(_globals._sequenceIndexes[2], 13);
} else {
@@ -4741,7 +4740,7 @@ void Scene214::actions() {
switch (_game._trigger) {
case 0:
_game._player._stepEnabled = false;
- _game._player._visible = false;
+ _game._player._visible = false;
_globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], true, 6, 1, 0, 0);
_scene->_sequences.setMsgLayout(_globals._sequenceIndexes[4]);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_EXPIRE, 0, 1);
@@ -4846,7 +4845,7 @@ void Scene214::actions() {
_vm->_dialogs->show(0x53AF);
} else if (_game._objects.isInRoom(OBJ_POISON_DARTS) && !_game._objects.isInRoom(OBJ_BLOWGUN)) {
_vm->_dialogs->show(0x53B0);
- } else if (!_game._objects.isInRoom(OBJ_POISON_DARTS) && _game._objects.isInRoom(OBJ_BLOWGUN)) {
+ } else if (!_game._objects.isInRoom(OBJ_POISON_DARTS) && _game._objects.isInRoom(OBJ_BLOWGUN)) {
_vm->_dialogs->show(0x53B1);
} else {
_vm->_dialogs->show(0x53B2);
@@ -4868,7 +4867,7 @@ void Scene215::enter() {
_globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('e', 0));
_globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('a', 0));
- _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle (_globals._spriteIndexes[1], false, 7, 0, 0, 0);
+ _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle (_globals._spriteIndexes[1], false, 7, 0, 0, 0);
_scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(235, 83));
_scene->_sequences.setDepth(_globals._sequenceIndexes[1], 15);
@@ -4936,7 +4935,7 @@ void Scene215::actions() {
break;
case 2:
- _game._player._visible = true;
+ _game._player._visible = true;
_game._player._stepEnabled = true;
_scene->_sequences.updateTimeout(-1, _globals._sequenceIndexes[2]);
break;
@@ -4980,5 +4979,28 @@ void Scene215::actions() {
/*------------------------------------------------------------------------*/
+void Scene216::setup() {
+ setPlayerSpritesPrefix();
+ setAAName();
+}
+
+void Scene216::enter() {
+ _game._player._stepEnabled = false;
+ _game._player._visible = false;
+
+ _scene->_userInterface.emptyTalkList();
+ _scene->_userInterface.setup(kInputConversation);
+ _scene->loadAnimation(formAnimName('A', -1), 60);
+
+ sceneEntrySound();
+}
+
+void Scene216::step() {
+ if (_game._trigger == 60)
+ _scene->_nextSceneId = 215;
+}
+
+/*------------------------------------------------------------------------*/
+
} // End of namespace Nebular
} // End of namespace MADS