diff options
author | Filippos Karapetis | 2014-05-20 06:47:18 +0300 |
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committer | Filippos Karapetis | 2014-05-20 06:47:18 +0300 |
commit | 59d7f8bfc00456eb34357d2eba12223f80c0f0f9 (patch) | |
tree | e53a3fa47108c30bdce939020ebbd806a113497b /engines/mads/nebular/nebular_scenes4.cpp | |
parent | e409f4dedd989b49184a865f59dc152e85303489 (diff) | |
download | scummvm-rg350-59d7f8bfc00456eb34357d2eba12223f80c0f0f9.tar.gz scummvm-rg350-59d7f8bfc00456eb34357d2eba12223f80c0f0f9.tar.bz2 scummvm-rg350-59d7f8bfc00456eb34357d2eba12223f80c0f0f9.zip |
MADS: Replace most of the action nouns with their friendly names
Diffstat (limited to 'engines/mads/nebular/nebular_scenes4.cpp')
-rw-r--r-- | engines/mads/nebular/nebular_scenes4.cpp | 506 |
1 files changed, 253 insertions, 253 deletions
diff --git a/engines/mads/nebular/nebular_scenes4.cpp b/engines/mads/nebular/nebular_scenes4.cpp index d8f3607f38..dd196b4059 100644 --- a/engines/mads/nebular/nebular_scenes4.cpp +++ b/engines/mads/nebular/nebular_scenes4.cpp @@ -158,12 +158,12 @@ void Scene401::step() { } void Scene401::preActions() { - if (_action.isAction(VERB_WALK_DOWN, 0x2B4)) { + if (_action.isAction(VERB_WALK_DOWN, NOUN_CORRIDOR_TO_NORTH)) { _game._player.walk(Common::Point(149, 89), FACING_NORTH); _northFl = false; } - if (_action.isAction(VERB_WALK_DOWN, 0x2B3) && !_northFl) + if (_action.isAction(VERB_WALK_DOWN, NOUN_CORRIDOR_TO_SOUTH) && !_northFl) _game._player._walkOffScreenSceneId = 405; if (_action.isAction(VERB_TAKE)) @@ -204,23 +204,23 @@ void Scene401::actions() { } } - if (_action.isAction(VERB_WALK_INTO, 0x241)) { + if (_action.isAction(VERB_WALK_INTO, NOUN_BAR)) { if (!_northFl) _scene->_nextSceneId = 402; - } else if (_action.isAction(VERB_WALK_DOWN, 0x2B4)) + } else if (_action.isAction(VERB_WALK_DOWN, NOUN_CORRIDOR_TO_NORTH)) _scene->_nextSceneId = 354; - else if (_action.isAction(VERB_LOOK, 0x1F3)) { + else if (_action.isAction(VERB_LOOK, NOUN_SCANNER)) { if (_globals[kHasBeenScanned]) _vm->_dialogs->show(40111); else _vm->_dialogs->show(40110); - } else if (_action.isAction(VERB_LOOK, 0x241)) + } else if (_action.isAction(VERB_LOOK, NOUN_BAR)) _vm->_dialogs->show(40112); - else if (_action.isAction(VERB_LOOK, 0x244)) + else if (_action.isAction(VERB_LOOK, NOUN_SIGN)) _vm->_dialogs->show(40113); - else if (_action.isAction(VERB_LOOK, 0x2B3)) + else if (_action.isAction(VERB_LOOK, NOUN_CORRIDOR_TO_SOUTH)) _vm->_dialogs->show(40114); - else if (_action.isAction(VERB_LOOK, 0x2B4)) + else if (_action.isAction(VERB_LOOK, NOUN_CORRIDOR_TO_NORTH)) _vm->_dialogs->show(40115); else if (_action._lookFlag) _vm->_dialogs->show(40116); @@ -1977,29 +1977,29 @@ void Scene402::step() { } void Scene402::preActions() { - if (_action.isAction(VERB_SIT_ON, 0x24A) && (_game._player._prepareWalkPos.x != 248)) + if (_action.isAction(VERB_SIT_ON, NOUN_BAR_STOOL) && (_game._player._prepareWalkPos.x != 248)) _game._player.walk(Common::Point(232, 112), FACING_EAST); - if (_action.isAction(VERB_WALKTO, 0x309)) + if (_action.isAction(VERB_WALKTO, NOUN_WOMAN_ON_BALCONY)) _game._player._needToWalk = _game._player._readyToWalk; - if (!_roxOnStool && _action.isAction(VERB_TAKE, 0x5C) && !_game._objects.isInInventory(OBJ_CREDIT_CHIP)) + if (!_roxOnStool && _action.isAction(VERB_TAKE, NOUN_CREDIT_CHIP) && !_game._objects.isInInventory(OBJ_CREDIT_CHIP)) _game._player.walk(Common::Point(246, 108), FACING_NORTH); if (_action.isAction(VERB_TAKE)) _game._player._needToWalk = false; - if (_action.isAction(VERB_TAKE, 0x5C) && !_roxOnStool) + if (_action.isAction(VERB_TAKE, NOUN_CREDIT_CHIP) && !_roxOnStool) _game._player._needToWalk = true; if (_roxOnStool) { if (_action.isAction(VERB_LOOK) || _action.isAction(0x24A) || _action.isAction(VERB_TALKTO)) _game._player._needToWalk = false; - if (_action.isAction(VERB_TAKE, 0x124) || _action.isAction(VERB_TAKE, 0x5C)) + if (_action.isAction(VERB_TAKE, NOUN_REPAIR_LIST) || _action.isAction(VERB_TAKE, NOUN_CREDIT_CHIP)) _game._player._needToWalk = false; - if (_action.isAction(VERB_TALKTO, 0x30A) || _action.isAction(VERB_TALKTO, 0x30C)) + if (_action.isAction(VERB_TALKTO, NOUN_WOMAN_IN_CHAIR) || _action.isAction(VERB_TALKTO, NOUN_WOMAN_IN_ALCOVE)) _game._player._needToWalk = _game._player._readyToWalk; if (_game._player._needToWalk) { @@ -2011,22 +2011,22 @@ void Scene402::preActions() { } } - if (_action.isAction(VERB_TAKE, 0x124) && !_roxOnStool && !_game._objects.isInInventory(OBJ_REPAIR_LIST)) + if (_action.isAction(VERB_TAKE, NOUN_REPAIR_LIST) && !_roxOnStool && !_game._objects.isInInventory(OBJ_REPAIR_LIST)) _game._player.walk(Common::Point(191, 99), FACING_NORTHEAST); - if (_action.isAction(VERB_TALKTO, 0x30E) && !_roxOnStool) + if (_action.isAction(VERB_TALKTO, NOUN_BARTENDER) && !_roxOnStool) _game._player.walk(Common::Point(228, 83), FACING_SOUTH); - if (_action.isAction(VERB_TALKTO, 0x3AA) && !_roxOnStool) + if (_action.isAction(VERB_TALKTO, NOUN_REPAIR_WOMAN) && !_roxOnStool) _game._player.walk(Common::Point(208, 102), FACING_NORTHEAST); } void Scene402::actions() { - if (_action.isAction(VERB_TAKE, 0x124) && _game._objects.isInRoom(OBJ_REPAIR_LIST) && _roxOnStool) { + if (_action.isAction(VERB_TAKE, NOUN_REPAIR_LIST) && _game._objects.isInRoom(OBJ_REPAIR_LIST) && _roxOnStool) { _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _scene->_sequences.addTimer(1, 77); _game._player._needToWalk = false; - } else if (_action.isAction(VERB_TAKE, 0x124) && _game._objects.isInRoom(OBJ_REPAIR_LIST) && !_roxOnStool) { + } else if (_action.isAction(VERB_TAKE, NOUN_REPAIR_LIST) && _game._objects.isInRoom(OBJ_REPAIR_LIST) && !_roxOnStool) { if (_game._trigger == 0) { _game._player._stepEnabled = false; _game._player._visible = false; @@ -2048,11 +2048,11 @@ void Scene402::actions() { _game._player._stepEnabled = true; } else if (_game._screenObjects._inputMode == 1) handleDialogs(); - else if (_action.isAction(VERB_WALK_INTO, 0x2B3)) + else if (_action.isAction(VERB_WALK_INTO, NOUN_CORRIDOR_TO_SOUTH)) _scene->_nextSceneId = 401; - else if (_action.isAction(VERB_WALK_ONTO, 0x248)) + else if (_action.isAction(VERB_WALK_ONTO, NOUN_DANCE_FLOOR)) ; // just... nothing - else if (_action.isAction(VERB_TALKTO, 0x3AA)) { + else if (_action.isAction(VERB_TALKTO, NOUN_REPAIR_WOMAN)) { switch (_game._trigger) { case 0: { _game._player._stepEnabled = false; @@ -2128,26 +2128,26 @@ void Scene402::actions() { } break; } - } else if (_action.isAction(VERB_TALKTO, 0x30A) && !_firstTalkToGirlInChair) { + } else if (_action.isAction(VERB_TALKTO, NOUN_WOMAN_IN_CHAIR) && !_firstTalkToGirlInChair) { _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(0x1D7)); _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _scene->_sequences.addTimer(150, 39); _game._player._stepEnabled = false; _firstTalkToGirlInChair = true; - } else if (_action.isAction(VERB_TALKTO, 0x30A) && _firstTalkToGirlInChair) { + } else if (_action.isAction(VERB_TALKTO, NOUN_WOMAN_IN_CHAIR) && _firstTalkToGirlInChair) { _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(0x1DB)); _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _scene->_sequences.addTimer(150, 42); _game._player._stepEnabled = false; - } else if (_action.isAction(VERB_TALKTO, 0x30C) || _action.isAction(VERB_WALKTO, 0x30C)) { + } else if (_action.isAction(VERB_TALKTO, NOUN_WOMAN_IN_ALCOVE) || _action.isAction(VERB_WALKTO, NOUN_WOMAN_IN_ALCOVE)) { _scene->_kernelMessages.add(Common::Point(102, 48), 0xFBFA, 0, 0, 120, _game.getQuote(0x1DE)); _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _scene->_sequences.addTimer(120, 44); _game._player._stepEnabled = false; - } else if (_action.isAction(VERB_WALK_ALONG, 0x24A) && (_game._player._targetPos.x == 248)){ + } else if (_action.isAction(VERB_WALK_ALONG, NOUN_BAR_STOOL) && (_game._player._targetPos.x == 248)){ _scene->_kernelMessages.add(Common::Point(0, -14), 0x1110, 34, 0, 120, _game.getQuote(0x20D)); _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(0x20E)); - } else if (_action.isAction(VERB_WALK_ALONG, 0x24A) && !_roxOnStool && (_game._player._targetPos.x != 248)) { + } else if (_action.isAction(VERB_WALK_ALONG, NOUN_BAR_STOOL) && !_roxOnStool && (_game._player._targetPos.x != 248)) { _game._player._visible = false; _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 7, 1, 0, 0); @@ -2155,11 +2155,11 @@ void Scene402::actions() { _scene->_sequences.setDepth(_globals._sequenceIndexes[6], 5); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SEQUENCE_TRIGGER_EXPIRE, 0, 76); _game._player._stepEnabled = false; - } else if (_action.isAction(VERB_TAKE, 0x5C) && !_game._objects.isInInventory(OBJ_CREDIT_CHIP) && _roxOnStool) { + } else if (_action.isAction(VERB_TAKE, NOUN_CREDIT_CHIP) && !_game._objects.isInInventory(OBJ_CREDIT_CHIP) && _roxOnStool) { _roxMode = 20; _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _scene->_sequences.addTimer(1, 92); - } else if (_action.isAction(VERB_TAKE, 0x5C) && !_game._objects.isInInventory(OBJ_CREDIT_CHIP) && !_roxOnStool) { + } else if (_action.isAction(VERB_TAKE, NOUN_CREDIT_CHIP) && !_game._objects.isInInventory(OBJ_CREDIT_CHIP) && !_roxOnStool) { _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _game._player._stepEnabled = false; _game._player._visible = false; @@ -2170,7 +2170,7 @@ void Scene402::actions() { _scene->_sequences.setScale(_globals._sequenceIndexes[22], 88); _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _scene->_sequences.addSubEntry(_globals._sequenceIndexes[22], SEQUENCE_TRIGGER_EXPIRE, 0, 104); - } else if (_action.isAction(VERB_TALKTO, 0x30E)) { + } else if (_action.isAction(VERB_TALKTO, NOUN_BARTENDER)) { switch (_game._trigger) { case 0: { int centerFlag; @@ -2281,66 +2281,66 @@ void Scene402::actions() { default: break; } - } else if (_action.isAction(VERB_LOOK, 0x248)) + } else if (_action.isAction(VERB_LOOK, NOUN_DANCE_FLOOR)) _vm->_dialogs->show(40210); - else if (_action.isAction(VERB_LOOK, 0x16C)) { + else if (_action.isAction(VERB_LOOK, NOUN_TELEPORTER)) { if (_globals[kSomeoneHasExploded]) _vm->_dialogs->show(40212); else _vm->_dialogs->show(40211); - } else if (_action.isAction(VERB_LOOK, 0x241)) + } else if (_action.isAction(VERB_LOOK, NOUN_BAR)) _vm->_dialogs->show(40213); - else if (_action.isAction(VERB_LOOK, 0x30E)) + else if (_action.isAction(VERB_LOOK, NOUN_BARTENDER)) _vm->_dialogs->show(40214); - else if (_action.isAction(VERB_LOOK, 0x30C)) + else if (_action.isAction(VERB_LOOK, NOUN_WOMAN_IN_ALCOVE)) _vm->_dialogs->show(40215); - else if (_action.isAction(VERB_LOOK, 0x309)) + else if (_action.isAction(VERB_LOOK, NOUN_WOMAN_ON_BALCONY)) _vm->_dialogs->show(40216); - else if (_action.isAction(VERB_LOOK, 0x30A)) + else if (_action.isAction(VERB_LOOK, NOUN_WOMAN_IN_CHAIR)) _vm->_dialogs->show(40217); - else if (_action.isAction(VERB_LOOK, 0x3AA)) + else if (_action.isAction(VERB_LOOK, NOUN_REPAIR_WOMAN)) _vm->_dialogs->show(40218); - else if (_action.isAction(VERB_LOOK, 0x2B3)) + else if (_action.isAction(VERB_LOOK, NOUN_CORRIDOR_TO_SOUTH)) _vm->_dialogs->show(40219); else if (_action._lookFlag) _vm->_dialogs->show(40220); - else if (_action.isAction(VERB_LOOK, 0x2B8)) + else if (_action.isAction(VERB_LOOK, NOUN_WOMEN)) _vm->_dialogs->show(40221); - else if (_action.isAction(VERB_PUSH, 0x3AA) || _action.isAction(VERB_PULL, 0x3AA)) + else if (_action.isAction(VERB_PUSH, NOUN_REPAIR_WOMAN) || _action.isAction(VERB_PULL, NOUN_REPAIR_WOMAN)) _vm->_dialogs->show(40222); - else if (_action.isAction(VERB_TALKTO, 0x2B8)) + else if (_action.isAction(VERB_TALKTO, NOUN_WOMEN)) _vm->_dialogs->show(40223); - else if (_action.isAction(VERB_TALKTO, 0x309)) + else if (_action.isAction(VERB_TALKTO, NOUN_WOMAN_ON_BALCONY)) _vm->_dialogs->show(40224); - else if (_action.isAction(VERB_LOOK, 0x249)) + else if (_action.isAction(VERB_LOOK, NOUN_RAILING)) _vm->_dialogs->show(40225); - else if (_action.isAction(VERB_LOOK, 0x160)) + else if (_action.isAction(VERB_LOOK, NOUN_TABLE)) _vm->_dialogs->show(40226); - else if (_action.isAction(VERB_TAKE, 0x160)) + else if (_action.isAction(VERB_TAKE, NOUN_TABLE)) _vm->_dialogs->show(40227); - else if (_action.isAction(VERB_LOOK, 0x244)) + else if (_action.isAction(VERB_LOOK, NOUN_SIGN)) _vm->_dialogs->show(40228); - else if (_action.isAction(VERB_TAKE, 0x244)) + else if (_action.isAction(VERB_TAKE, NOUN_SIGN)) _vm->_dialogs->show(40229); - else if (_action.isAction(VERB_LOOK, 0x24A)) + else if (_action.isAction(VERB_LOOK, NOUN_BAR_STOOL)) _vm->_dialogs->show(40230); - else if (_action.isAction(VERB_TAKE, 0x24A)) + else if (_action.isAction(VERB_TAKE, NOUN_BAR_STOOL)) _vm->_dialogs->show(40231); - else if (_action.isAction(VERB_LOOK, 0x3B)) + else if (_action.isAction(VERB_LOOK, NOUN_CACTUS)) _vm->_dialogs->show(40232); - else if (_action.isAction(VERB_TAKE, 0x3B)) + else if (_action.isAction(VERB_TAKE, NOUN_CACTUS)) _vm->_dialogs->show(40233); - else if (_action.isAction(VERB_LOOK, 0x24E)) + else if (_action.isAction(VERB_LOOK, NOUN_DISCO_BALL)) _vm->_dialogs->show(40234); - else if (_action.isAction(VERB_LOOK, 0x247)) + else if (_action.isAction(VERB_LOOK, NOUN_UPPER_DANCE_FLOOR)) _vm->_dialogs->show(40235); - else if (_action.isAction(VERB_LOOK, 0x174)) + else if (_action.isAction(VERB_LOOK, NOUN_TREE)) _vm->_dialogs->show(40236); - else if (_action.isAction(VERB_LOOK, 0x10E)) + else if (_action.isAction(VERB_LOOK, NOUN_PLANT)) _vm->_dialogs->show(40237); - else if (_action.isAction(VERB_TAKE, 0x10E)) + else if (_action.isAction(VERB_TAKE, NOUN_PLANT)) _vm->_dialogs->show(40238); - else if (_action.isAction(VERB_LOOK, 0x124) && _game._objects.isInRoom(OBJ_REPAIR_LIST)) + else if (_action.isAction(VERB_LOOK, NOUN_REPAIR_LIST) && _game._objects.isInRoom(OBJ_REPAIR_LIST)) _vm->_dialogs->show(40239); else return; @@ -2435,24 +2435,24 @@ void Scene405::preActions() { if (_action.isAction(VERB_TAKE)) _game._player._needToWalk = false; - if (_action.isAction(VERB_WALK_DOWN, 0x2BA)) + if (_action.isAction(VERB_WALK_DOWN, NOUN_CORRIDOR_TO_WEST)) _game._player._walkOffScreenSceneId = 401; - if (_action.isAction(VERB_WALK_DOWN, 0x2B9)) + if (_action.isAction(VERB_WALK_DOWN, NOUN_CORRIDOR_TO_EAST)) _game._player._walkOffScreenSceneId = 406; - if (_action.isAction(VERB_CLOSE, 0x259) && _globals[kArmoryDoorOpen]) + if (_action.isAction(VERB_CLOSE, NOUN_WIDE_DOOR) && _globals[kArmoryDoorOpen]) _game._player.walk(Common::Point(212, 113), FACING_NORTH); } void Scene405::actions() { - if (_action.isAction(VERB_WALK_THROUGH, 0x6E)) + if (_action.isAction(VERB_WALK_THROUGH, NOUN_DOOR)) _scene->_nextSceneId = 413; - else if (_action.isAction(VERB_WALK_THROUGH, 0x259) && _globals[kArmoryDoorOpen]) + else if (_action.isAction(VERB_WALK_THROUGH, NOUN_WIDE_DOOR) && _globals[kArmoryDoorOpen]) _scene->_nextSceneId = 408; - else if (_action.isAction(VERB_WALK_THROUGH, 0x259) && !_globals[kArmoryDoorOpen]) + else if (_action.isAction(VERB_WALK_THROUGH, NOUN_WIDE_DOOR) && !_globals[kArmoryDoorOpen]) _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 60, _game.getQuote(0x24F)); - else if (_action.isAction(VERB_PUT, 0x131, 0x251) && !_globals[kArmoryDoorOpen]) { + else if (_action.isAction(VERB_PUT, NOUN_SECURITY_CARD, 0x251) && !_globals[kArmoryDoorOpen]) { _game._player._stepEnabled = false; _game._player._visible = false; _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; @@ -2462,7 +2462,7 @@ void Scene405::actions() { Common::Point msgPos = Common::Point(_game._player._playerPos.x, _game._player._playerPos.y + 1); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[3], msgPos); _scene->_sequences.setScale(_globals._sequenceIndexes[3], 87); - } else if ((_action.isAction(VERB_PUT, 0x131, 0x251) || _action.isAction(VERB_CLOSE, 0x259)) && _globals[kArmoryDoorOpen]) { + } else if ((_action.isAction(VERB_PUT, NOUN_SECURITY_CARD, 0x251) || _action.isAction(VERB_CLOSE, NOUN_WIDE_DOOR)) && _globals[kArmoryDoorOpen]) { _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _game._player._stepEnabled = false; _game._player._visible = false; @@ -2471,7 +2471,7 @@ void Scene405::actions() { _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 70); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[3], _game._player._playerPos); _scene->_sequences.setScale(_globals._sequenceIndexes[3], 87); - } else if (_action.isAction(VERB_PUT, 0x251)) { + } else if (_action.isAction(VERB_PUT, NOUN_CARD_SLOT)) { _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _game._player._stepEnabled = false; _game._player._visible = false; @@ -2480,36 +2480,36 @@ void Scene405::actions() { _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 80); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[3], _game._player._playerPos); _scene->_sequences.setScale(_globals._sequenceIndexes[3], 87); - } else if (_action.isAction(VERB_LOOK, 0x31A)) + } else if (_action.isAction(VERB_LOOK, NOUN_CANNON_BALLS)) _vm->_dialogs->show(40510); - else if (_action.isAction(VERB_TAKE, 0x31A)) + else if (_action.isAction(VERB_TAKE, NOUN_CANNON_BALLS)) _vm->_dialogs->show(40511); - else if (_action.isAction(VERB_LOOK, 0x254)) + else if (_action.isAction(VERB_LOOK, NOUN_WATER_FOUNTAIN)) _vm->_dialogs->show(40512); - else if (_action.isAction(VERB_LOOK, 0x258) || _action.isAction(VERB_LOOK, 0x252)) + else if (_action.isAction(VERB_LOOK, NOUN_BACKBOARD) || _action.isAction(VERB_LOOK, NOUN_HOOP)) _vm->_dialogs->show(40513); - else if (_action.isAction(VERB_LOOK, 0xCD)) + else if (_action.isAction(VERB_LOOK, NOUN_LIGHT)) _vm->_dialogs->show(40514); - else if (_action.isAction(VERB_LOOK, 0x251)) + else if (_action.isAction(VERB_LOOK, NOUN_CARD_SLOT)) _vm->_dialogs->show(40515); - else if (_action.isAction(VERB_LOOK, 0x2B9)) + else if (_action.isAction(VERB_LOOK, NOUN_CORRIDOR_TO_EAST)) _vm->_dialogs->show(40516); - else if (_action.isAction(VERB_LOOK, 0x2BA)) + else if (_action.isAction(VERB_LOOK, NOUN_CORRIDOR_TO_WEST)) _vm->_dialogs->show(40517); - else if (_action.isAction(VERB_LOOK, 0xE2)) + else if (_action.isAction(VERB_LOOK, NOUN_MONITOR)) _vm->_dialogs->show(40518); - else if (_action.isAction(VERB_LOOK, 0x204) || _action._lookFlag) + else if (_action.isAction(VERB_LOOK, NOUN_CORRIDOR) || _action._lookFlag) _vm->_dialogs->show(40519); - else if (_action.isAction(VERB_LOOK, 0x259)) { + else if (_action.isAction(VERB_LOOK, NOUN_WIDE_DOOR)) { if (_globals[kArmoryDoorOpen]) _vm->_dialogs->show(40521); else _vm->_dialogs->show(40520); - } else if (_action.isAction(VERB_LOOK, 0x6E)) + } else if (_action.isAction(VERB_LOOK, NOUN_DOOR)) _vm->_dialogs->show(40522); - else if (_action.isAction(VERB_LOOK, 0x250)) + else if (_action.isAction(VERB_LOOK, NOUN_COACH_LAMP)) _vm->_dialogs->show(40523); - else if (_action.isAction(VERB_LOOK, 0x257)) + else if (_action.isAction(VERB_LOOK, NOUN_SUPPORT)) _vm->_dialogs->show(40524); else return; @@ -2621,36 +2621,36 @@ void Scene406::step() { } void Scene406::preActions() { - if (_action.isAction(VERB_WALK_DOWN, 0x2BA)) + if (_action.isAction(VERB_WALK_DOWN, NOUN_CORRIDOR_TO_WEST)) _game._player._walkOffScreenSceneId = 405; - if (_action.isAction(VERB_WALK_DOWN, 0x2B9)) + if (_action.isAction(VERB_WALK_DOWN, NOUN_CORRIDOR_TO_EAST)) _game._player._walkOffScreenSceneId = 407; if (_action.isAction(VERB_TAKE)) _game._player._needToWalk = false; - if (_action.isAction(VERB_LOOK, 0x244) || _action.isAction(VERB_LOOK, 0x25C)) + if (_action.isAction(VERB_LOOK, NOUN_SIGN) || _action.isAction(VERB_LOOK, NOUN_TRASH)) _game._player._needToWalk = true; } void Scene406::actions() { - if (_action.isAction(VERB_WALK_THROUGH, 0x6E) && (_game._player._targetPos.x> 100)) { + if (_action.isAction(VERB_WALK_THROUGH, NOUN_DOOR) && (_game._player._targetPos.x> 100)) { _game._player._stepEnabled = false; _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _scene->_sequences.remove(_globals._sequenceIndexes[3]); _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 3, 1, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 80); _vm->_sound->command(19); - } else if (_action.isAction(VERB_WALK_THROUGH, 0x6E) && _globals[kStorageDoorOpen] && (_game._player._targetPos.x < 100)) + } else if (_action.isAction(VERB_WALK_THROUGH, NOUN_DOOR) && _globals[kStorageDoorOpen] && (_game._player._targetPos.x < 100)) _scene->_nextSceneId = 410; - else if (_action.isAction(VERB_WALK_THROUGH, 0x6E) && !_globals[kStorageDoorOpen] && (_game._player._targetPos.x < 100)) { + else if (_action.isAction(VERB_WALK_THROUGH, NOUN_DOOR) && !_globals[kStorageDoorOpen] && (_game._player._targetPos.x < 100)) { _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 60, _game.getQuote(0x24F)); if (!_hitStorageDoor) { _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _scene->_sequences.addTimer(80, 100); } - } else if (_action.isAction(VERB_PUT, 0x131, 0x251) && !_globals[kStorageDoorOpen]) { + } else if (_action.isAction(VERB_PUT, NOUN_SECURITY_CARD, 0x251) && !_globals[kStorageDoorOpen]) { _game._player._stepEnabled = false; _game._player._visible = false; _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; @@ -2660,7 +2660,7 @@ void Scene406::actions() { Common::Point msgPos = Common::Point(_game._player._playerPos.x, _game._player._playerPos.y + 1); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[2], msgPos); _scene->_sequences.setScale(_globals._sequenceIndexes[2], 87); - } else if (_action.isAction(VERB_PUT, 0x131, 0x251) && _globals[kStorageDoorOpen]) { + } else if (_action.isAction(VERB_PUT, NOUN_SECURITY_CARD, 0x251) && _globals[kStorageDoorOpen]) { _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _game._player._stepEnabled = false; _game._player._visible = false; @@ -2670,7 +2670,7 @@ void Scene406::actions() { Common::Point msgPos = Common::Point(_game._player._playerPos.x, _game._player._playerPos.y + 1); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[2], msgPos); _scene->_sequences.setScale(_globals._sequenceIndexes[2], 87); - } else if (_action.isAction(VERB_PUT, 0x251)) { + } else if (_action.isAction(VERB_PUT, NOUN_CARD_SLOT)) { _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; _game._player._stepEnabled = false; _game._player._visible = false; @@ -2679,42 +2679,42 @@ void Scene406::actions() { _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 110); _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[2], _game._player._playerPos); _scene->_sequences.setScale(_globals._sequenceIndexes[2], 87); - } else if (_action.isAction(VERB_LOOK, 0x25C)) + } else if (_action.isAction(VERB_LOOK, NOUN_TRASH)) _vm->_dialogs->show(40610); - else if (_action.isAction(VERB_TAKE, 0x25C)) + else if (_action.isAction(VERB_TAKE, NOUN_TRASH)) _vm->_dialogs->show(40611); - else if (_action.isAction(VERB_LOOK, 0x251)) + else if (_action.isAction(VERB_LOOK, NOUN_CARD_SLOT)) _vm->_dialogs->show(40612); - else if (_action.isAction(VERB_LOOK, 0x25B)) + else if (_action.isAction(VERB_LOOK, NOUN_FIRE_EXTINGUISHER)) _vm->_dialogs->show(40614); - else if (_action.isAction(VERB_TAKE, 0x25B)) + else if (_action.isAction(VERB_TAKE, NOUN_FIRE_EXTINGUISHER)) _vm->_dialogs->show(40615); - else if (_action.isAction(VERB_LOOK, 0x2B9)) + else if (_action.isAction(VERB_LOOK, NOUN_CORRIDOR_TO_EAST)) _vm->_dialogs->show(40616); - else if (_action.isAction(VERB_LOOK, 0x2BA)) + else if (_action.isAction(VERB_LOOK, NOUN_CORRIDOR_TO_WEST)) _vm->_dialogs->show(40617); - else if (_action.isAction(VERB_LOOK, 0x204) || _action._lookFlag) + else if (_action.isAction(VERB_LOOK, NOUN_CORRIDOR) || _action._lookFlag) _vm->_dialogs->show(40618); - else if (_action.isAction(VERB_LOOK, 0x18D)) + else if (_action.isAction(VERB_LOOK, NOUN_WALL)) _vm->_dialogs->show(40619); - else if (_action.isAction(VERB_LOOK, 0x6E)) { + else if (_action.isAction(VERB_LOOK, NOUN_DOOR)) { if (_globals[kStorageDoorOpen]) _vm->_dialogs->show(40621); else _vm->_dialogs->show(40620); - } else if (_action.isAction(VERB_LOOK, 0xE2)) + } else if (_action.isAction(VERB_LOOK, NOUN_MONITOR)) _vm->_dialogs->show(40623); - else if (_action.isAction(VERB_LOOK, 0x47A)) + else if (_action.isAction(VERB_LOOK, NOUN_SIGNPOST)) _vm->_dialogs->show(40624); - else if (_action.isAction(VERB_TAKE, 0x47A)) + else if (_action.isAction(VERB_TAKE, NOUN_SIGNPOST)) _vm->_dialogs->show(40625); - else if (_action.isAction(VERB_LOOK, 0x2F)) + else if (_action.isAction(VERB_LOOK, NOUN_BOULDER)) _vm->_dialogs->show(40626); - else if (_action.isAction(VERB_TAKE, 0x2F)) + else if (_action.isAction(VERB_TAKE, NOUN_BOULDER)) _vm->_dialogs->show(40627); - else if (_action.isAction(VERB_LOOK, 0x244)) + else if (_action.isAction(VERB_LOOK, NOUN_SIGN)) _vm->_dialogs->show(40628); - else if (_action.isAction(VERB_TAKE, 0x244)) + else if (_action.isAction(VERB_TAKE, NOUN_SIGN)) _vm->_dialogs->show(40629); else return; @@ -2771,10 +2771,10 @@ void Scene407::preActions() { if (_action.isAction(VERB_TAKE)) _game._player._needToWalk = false; - if (_action.isAction(VERB_LOOK, 0x6E)) + if (_action.isAction(VERB_LOOK, NOUN_DOOR)) _game._player._needToWalk = true; - if (_action.isAction(VERB_WALK_DOWN, 0x2B4)) { + if (_action.isAction(VERB_WALK_DOWN, NOUN_CORRIDOR_TO_NORTH)) { _game._player.walk(Common::Point(172, 91), FACING_NORTH); _fromNorth = false; } @@ -2813,20 +2813,20 @@ void Scene407::actions() { } } - if (_action.isAction(VERB_WALK_DOWN, 0x2B3) && !_fromNorth) + if (_action.isAction(VERB_WALK_DOWN, NOUN_CORRIDOR_TO_SOUTH) && !_fromNorth) _scene->_nextSceneId = 406; - else if (_action.isAction(VERB_WALK_DOWN, 0x2B4)) + else if (_action.isAction(VERB_WALK_DOWN, NOUN_CORRIDOR_TO_NORTH)) _scene->_nextSceneId = 318; - else if (_action.isAction(VERB_LOOK, 0x1F3)) { + else if (_action.isAction(VERB_LOOK, NOUN_SCANNER)) { if (_globals[kHasBeenScanned]) _vm->_dialogs->show(40711); else _vm->_dialogs->show(40710); - } else if (_action.isAction(VERB_LOOK, 0x6E)) + } else if (_action.isAction(VERB_LOOK, NOUN_DOOR)) _vm->_dialogs->show(40712); - else if (_action.isAction(VERB_LOOK, 0x2B3)) + else if (_action.isAction(VERB_LOOK, NOUN_CORRIDOR_TO_SOUTH)) _vm->_dialogs->show(40713); - else if (_action.isAction(VERB_LOOK, 0x2B4)) + else if (_action.isAction(VERB_LOOK, NOUN_CORRIDOR_TO_NORTH)) _vm->_dialogs->show(40714); else if (_action._lookFlag) _vm->_dialogs->show(40715); @@ -2870,18 +2870,18 @@ void Scene408::enter() { } void Scene408::preActions() { - if ((_action.isAction(VERB_TAKE) && !_action.isAction(0x167)) || _action.isAction(VERB_PULL, 0x47B) || _action.isAction(VERB_OPEN, 0x265)) + if ((_action.isAction(VERB_TAKE) && !_action.isAction(0x167)) || _action.isAction(VERB_PULL, NOUN_PIN) || _action.isAction(VERB_OPEN, NOUN_CARTON)) _game._player._needToWalk = false; - if ((_action.isAction(VERB_LOOK, 0x167) && _game._objects.isInRoom(0x17)) || _action.isAction(VERB_LOOK, 0x263)) + if ((_action.isAction(VERB_LOOK, NOUN_TARGET_MODULE) && _game._objects.isInRoom(0x17)) || _action.isAction(VERB_LOOK, NOUN_CHEST)) _game._player._needToWalk = true; } void Scene408::actions() { - if (_action.isAction(VERB_WALK_INTO, 0x2B3)) { + if (_action.isAction(VERB_WALK_INTO, NOUN_CORRIDOR_TO_SOUTH)) { _scene->_nextSceneId = 405; _vm->_sound->command(58); - } else if (_action.isAction(VERB_TAKE, 0x167) && (_game._objects.isInRoom(OBJ_TARGET_MODULE) || _game._trigger)) { + } else if (_action.isAction(VERB_TAKE, NOUN_TARGET_MODULE) && (_game._objects.isInRoom(OBJ_TARGET_MODULE) || _game._trigger)) { switch (_game._trigger) { case (0): _vm->_sound->command(57); @@ -2913,84 +2913,84 @@ void Scene408::actions() { default: break; } - } else if (_action.isAction(VERB_LOOK, 0x2BC)) + } else if (_action.isAction(VERB_LOOK, NOUN_ARMORED_VEHICLE)) _vm->_dialogs->show(40810); - else if (_action.isAction(VERB_TAKE, 0x2BC) || _action.isAction(VERB_TAKE, 0x261) || _action.isAction(VERB_TAKE, 0x25F)) + else if (_action.isAction(VERB_TAKE, NOUN_ARMORED_VEHICLE) || _action.isAction(VERB_TAKE, NOUN_ANVIL) || _action.isAction(VERB_TAKE, NOUN_TWO_TON_WEIGHT)) _vm->_dialogs->show(40811); - else if (_action.isAction(VERB_LOOK, 0x2BE)) + else if (_action.isAction(VERB_LOOK, NOUN_MISSILE)) _vm->_dialogs->show(40812); - else if (_action.isAction(VERB_TAKE, 0x2BE)) + else if (_action.isAction(VERB_TAKE, NOUN_MISSILE)) _vm->_dialogs->show(40813); - else if (_action.isAction(VERB_LOOK, 0x2C2)) + else if (_action.isAction(VERB_LOOK, NOUN_GRENADE)) _vm->_dialogs->show(40814); - else if (_action.isAction(VERB_TAKE, 0x2C2)) + else if (_action.isAction(VERB_TAKE, NOUN_GRENADE)) _vm->_dialogs->show(40815); - else if (_action.isAction(VERB_TAKE, 0x47B) || _action.isAction(VERB_PULL, 0x47B)) + else if (_action.isAction(VERB_TAKE, NOUN_PIN) || _action.isAction(VERB_PULL, NOUN_PIN)) _vm->_dialogs->show(40816); - else if (_action.isAction(VERB_LOOK, 0x26D)) + else if (_action.isAction(VERB_LOOK, NOUN_BLIMP)) _vm->_dialogs->show(40817); - else if (_action.isAction(VERB_TAKE, 0x26D)) + else if (_action.isAction(VERB_TAKE, NOUN_BLIMP)) _vm->_dialogs->show(40818); - else if (_action.isAction(VERB_LOOK, 0x2BB)) + else if (_action.isAction(VERB_LOOK, NOUN_AMMUNITION)) _vm->_dialogs->show(40819); - else if (_action.isAction(VERB_TAKE, 0x2BB)) + else if (_action.isAction(VERB_TAKE, NOUN_AMMUNITION)) _vm->_dialogs->show(40820); - else if (_action.isAction(VERB_LOOK, 0x269)) + else if (_action.isAction(VERB_LOOK, NOUN_CATAPULT)) _vm->_dialogs->show(40821); - else if (_action.isAction(VERB_TAKE, 0x269)) + else if (_action.isAction(VERB_TAKE, NOUN_CATAPULT)) _vm->_dialogs->show(40822); - else if (_action.isAction(VERB_LOOK, 0x263)) { + else if (_action.isAction(VERB_LOOK, NOUN_CHEST)) { if (_game._objects.isInRoom(OBJ_TARGET_MODULE)) _vm->_dialogs->show(40823); else _vm->_dialogs->show(40824); - } else if (_action.isAction(VERB_TAKE, 0x263)) + } else if (_action.isAction(VERB_TAKE, NOUN_CHEST)) _vm->_dialogs->show(40825); - else if (_action.isAction(VERB_LOOK, 0x2BF)) + else if (_action.isAction(VERB_LOOK, NOUN_SUIT_OF_ARMOR)) _vm->_dialogs->show(40826); - else if (_action.isAction(VERB_TAKE, 0x2BF)) + else if (_action.isAction(VERB_TAKE, NOUN_SUIT_OF_ARMOR)) _vm->_dialogs->show(40827); - else if (_action.isAction(VERB_LOOK, 0x7B)) + else if (_action.isAction(VERB_LOOK, NOUN_ESCAPE_HATCH)) _vm->_dialogs->show(40828); - else if (_action.isAction(VERB_OPEN, 0x7B) || _action.isAction(VERB_PULL, 0x7B)) + else if (_action.isAction(VERB_OPEN, NOUN_ESCAPE_HATCH) || _action.isAction(VERB_PULL, NOUN_ESCAPE_HATCH)) _vm->_dialogs->show(40829); - else if (_action.isAction(VERB_LOOK, 0x26B)) + else if (_action.isAction(VERB_LOOK, NOUN_BARRELS)) _vm->_dialogs->show(40830); - else if (_action.isAction(VERB_TAKE, 0x26B)) + else if (_action.isAction(VERB_TAKE, NOUN_BARRELS)) _vm->_dialogs->show(40831); - else if (_action.isAction(VERB_LOOK, 0x2C1)) + else if (_action.isAction(VERB_LOOK, NOUN_INFLATABLE_RAFT)) _vm->_dialogs->show(40832); - else if (_action.isAction(VERB_TAKE, 0x2C1)) + else if (_action.isAction(VERB_TAKE, NOUN_INFLATABLE_RAFT)) _vm->_dialogs->show(40833); - else if (_action.isAction(VERB_LOOK, 0x2BD)) + else if (_action.isAction(VERB_LOOK, NOUN_TOMATO)) _vm->_dialogs->show(40834); - else if (_action.isAction(VERB_TAKE, 0x2BD)) + else if (_action.isAction(VERB_TAKE, NOUN_TOMATO)) _vm->_dialogs->show(40835); - else if (_action.isAction(VERB_LOOK, 0x261)) + else if (_action.isAction(VERB_LOOK, NOUN_ANVIL)) _vm->_dialogs->show(40836); - else if (_action.isAction(VERB_LOOK, 0x25F)) + else if (_action.isAction(VERB_LOOK, NOUN_TWO_TON_WEIGHT)) _vm->_dialogs->show(40837); - else if (_action.isAction(VERB_LOOK, 0x2C0)) + else if (_action.isAction(VERB_LOOK, NOUN_POWDER_CONTAINER)) _vm->_dialogs->show(40838); - else if (_action.isAction(VERB_LOOK, 0x47C)) + else if (_action.isAction(VERB_LOOK, NOUN_POWDER_PUFF)) _vm->_dialogs->show(40839); - else if (_action.isAction(VERB_TAKE, 0x47C)) + else if (_action.isAction(VERB_TAKE, NOUN_POWDER_PUFF)) _vm->_dialogs->show(40840); - else if (_action.isAction(VERB_LOOK, 0x265)) + else if (_action.isAction(VERB_LOOK, NOUN_CARTON)) _vm->_dialogs->show(40841); - else if (_action.isAction(VERB_TAKE, 0x265)) + else if (_action.isAction(VERB_TAKE, NOUN_CARTON)) _vm->_dialogs->show(40842); - else if (_action.isAction(VERB_OPEN, 0x265)) + else if (_action.isAction(VERB_OPEN, NOUN_CARTON)) _vm->_dialogs->show(40843); - else if (_action.isAction(VERB_LOOK, 0x2B3)) + else if (_action.isAction(VERB_LOOK, NOUN_CORRIDOR_TO_SOUTH)) _vm->_dialogs->show(40844); else if (_action._lookFlag) _vm->_dialogs->show(40845); - else if (_action.isAction(VERB_LOOK, 0x167) && _game._objects.isInRoom(OBJ_TARGET_MODULE)) + else if (_action.isAction(VERB_LOOK, NOUN_TARGET_MODULE) && _game._objects.isInRoom(OBJ_TARGET_MODULE)) _vm->_dialogs->show(40846); - else if (_action.isAction(VERB_LOOK, 0x26C)) + else if (_action.isAction(VERB_LOOK, NOUN_LOADING_RAMP)) _vm->_dialogs->show(40848); - else if (_action.isAction(VERB_OPEN, 0x263)) + else if (_action.isAction(VERB_OPEN, NOUN_CHEST)) _vm->_dialogs->show(40849); else return; @@ -3028,24 +3028,24 @@ void Scene409::actions() { return; } - if (_action.isAction(VERB_LOOK, 0x181)) + if (_action.isAction(VERB_LOOK, NOUN_VIEWPORT)) _vm->_dialogs->show(40910); - else if (_action.isAction(VERB_PEER_THROUGH, 0x181)) + else if (_action.isAction(VERB_PEER_THROUGH, NOUN_VIEWPORT)) _vm->_dialogs->show(40910); - else if (_action.isAction(VERB_LOOK, 0xC4)) + else if (_action.isAction(VERB_LOOK, NOUN_KEYPAD)) _vm->_dialogs->show(40911); - else if (_action.isAction(VERB_INSPECT, 0xC4)) + else if (_action.isAction(VERB_INSPECT, NOUN_KEYPAD)) _vm->_dialogs->show(40911); - else if (_action.isAction(VERB_LOOK, 0x1CC)) + else if (_action.isAction(VERB_LOOK, NOUN_DISPLAY)) _vm->_dialogs->show(40912); - else if (_action.isAction(VERB_LOOK, 0x1D1) || _action.isAction(VERB_LOOK, 0x1D2) - || _action.isAction(VERB_LOOK, 0x1D3) || _action.isAction(VERB_LOOK, 0x1D4) - || _action.isAction(VERB_LOOK, 0x1D5) || _action.isAction(VERB_LOOK, 0x1D6) - || _action.isAction(VERB_LOOK, 0x1D7) || _action.isAction(VERB_LOOK, 0x1D8) - || _action.isAction(VERB_LOOK, 0x1D9) || _action.isAction(VERB_LOOK, 0x1D0) - || _action.isAction(VERB_LOOK, 0x1DB) || _action.isAction(VERB_LOOK, 0x1DA)) + else if (_action.isAction(VERB_LOOK, NOUN_1_KEY) || _action.isAction(VERB_LOOK, NOUN_2_KEY) + || _action.isAction(VERB_LOOK, NOUN_3_KEY) || _action.isAction(VERB_LOOK, NOUN_4_KEY) + || _action.isAction(VERB_LOOK, NOUN_5_KEY) || _action.isAction(VERB_LOOK, NOUN_6_KEY) + || _action.isAction(VERB_LOOK, NOUN_7_KEY) || _action.isAction(VERB_LOOK, NOUN_8_KEY) + || _action.isAction(VERB_LOOK, NOUN_9_KEY) || _action.isAction(VERB_LOOK, NOUN_0_KEY) + || _action.isAction(VERB_LOOK, NOUN_SMILE_KEY) || _action.isAction(VERB_LOOK, NOUN_FROWN_KEY)) _vm->_dialogs->show(40913); - else if (_action.isAction(VERB_LOOK, 0x1CF)) + else if (_action.isAction(VERB_LOOK, NOUN_DEVICE)) _vm->_dialogs->show(40914); else if (_action._lookFlag) _vm->_dialogs->show(40914); @@ -3116,20 +3116,20 @@ void Scene410::preActions() { if (_action.isAction(VERB_TAKE) && !_action.isAction(0x48)) _game._player._needToWalk = false; - if (_action.isAction(VERB_LOOK, 0x48) && _game._objects.isInRoom(OBJ_CHARGE_CASES)) + if (_action.isAction(VERB_LOOK, NOUN_CHARGE_CASES) && _game._objects.isInRoom(OBJ_CHARGE_CASES)) _game._player._needToWalk = true; - if (_action.isAction(VERB_OPEN, 0x278) || _action.isAction(VERB_OPEN, 0x214)) + if (_action.isAction(VERB_OPEN, NOUN_SACKS) || _action.isAction(VERB_OPEN, NOUN_SACK)) _game._player._needToWalk = false; - if (_action.isAction(VERB_LOOK, 0x272)) + if (_action.isAction(VERB_LOOK, NOUN_CAN)) _game._player._needToWalk = true; } void Scene410::actions() { - if (_action.isAction(VERB_WALK_INTO, 0x2B3)) + if (_action.isAction(VERB_WALK_INTO, NOUN_CORRIDOR_TO_SOUTH)) _scene->_nextSceneId = 406; - else if (_action.isAction(VERB_TAKE, 0x48) && (_game._objects.isInRoom(OBJ_CHARGE_CASES) || _game._trigger)) { + else if (_action.isAction(VERB_TAKE, NOUN_CHARGE_CASES) && (_game._objects.isInRoom(OBJ_CHARGE_CASES) || _game._trigger)) { switch (_game._trigger) { case (0): _vm->_sound->command(57); @@ -3162,52 +3162,52 @@ void Scene410::actions() { default: break; } - } else if (_action.isAction(VERB_LOOK, 0x276)) + } else if (_action.isAction(VERB_LOOK, NOUN_BARREL)) _vm->_dialogs->show(41010); - else if (_action.isAction(VERB_TAKE, 0x276)) + else if (_action.isAction(VERB_TAKE, NOUN_BARREL)) _vm->_dialogs->show(41011); - else if (_action.isAction(VERB_OPEN, 0x276)) + else if (_action.isAction(VERB_OPEN, NOUN_BARREL)) _vm->_dialogs->show(41012); - else if (_action.isAction(VERB_LOOK, 0x270)) + else if (_action.isAction(VERB_LOOK, NOUN_RUG)) _vm->_dialogs->show(41013); - else if (_action.isAction(VERB_TAKE, 0x270)) + else if (_action.isAction(VERB_TAKE, NOUN_RUG)) _vm->_dialogs->show(41014); - else if (_action.isAction(VERB_LOOK, 0x265) || _action.isAction(VERB_OPEN, 0x265)) { + else if (_action.isAction(VERB_LOOK, NOUN_CARTON) || _action.isAction(VERB_OPEN, NOUN_CARTON)) { if (_game._objects.isInRoom(OBJ_CHARGE_CASES)) _vm->_dialogs->show(41015); else _vm->_dialogs->show(41016); - } else if (_action.isAction(VERB_LOOK, 0x26E)) + } else if (_action.isAction(VERB_LOOK, NOUN_FLOUR)) _vm->_dialogs->show(41017); - else if (_action.isAction(VERB_TAKE, 0x26E)) + else if (_action.isAction(VERB_TAKE, NOUN_FLOUR)) _vm->_dialogs->show(41018); - else if (_action.isAction(VERB_LOOK, 0x278)) + else if (_action.isAction(VERB_LOOK, NOUN_SACKS)) _vm->_dialogs->show(41019); - else if (_action.isAction(VERB_LOOK, 0x214)) + else if (_action.isAction(VERB_LOOK, NOUN_SACK)) _vm->_dialogs->show(41019); - else if (_action.isAction(VERB_OPEN, 0x278)) + else if (_action.isAction(VERB_OPEN, NOUN_SACKS)) _vm->_dialogs->show(41020); - else if (_action.isAction(VERB_OPEN, 0x214)) + else if (_action.isAction(VERB_OPEN, NOUN_SACK)) _vm->_dialogs->show(41020); - else if (_action.isAction(VERB_LOOK, 0x277)) + else if (_action.isAction(VERB_LOOK, NOUN_BUCKET_OF_TAR)) _vm->_dialogs->show(41021); - else if (_action.isAction(VERB_TAKE, 0x277)) + else if (_action.isAction(VERB_TAKE, NOUN_BUCKET_OF_TAR)) _vm->_dialogs->show(41022); - else if (_action.isAction(VERB_LOOK, 0x272)) + else if (_action.isAction(VERB_LOOK, NOUN_CAN)) _vm->_dialogs->show(41023); - else if (_action.isAction(VERB_TAKE, 0x272)) + else if (_action.isAction(VERB_TAKE, NOUN_CAN)) _vm->_dialogs->show(41024); - else if (_action.isAction(VERB_LOOK, 0x48) && _game._objects.isInRoom(OBJ_CHARGE_CASES)) + else if (_action.isAction(VERB_LOOK, NOUN_CHARGE_CASES) && _game._objects.isInRoom(OBJ_CHARGE_CASES)) _vm->_dialogs->show(41025); - else if (_action.isAction(VERB_LOOK, 0x2C3)) + else if (_action.isAction(VERB_LOOK, NOUN_FENCE)) _vm->_dialogs->show(41027); - else if (_action.isAction(VERB_LOOK, 0x47D)) + else if (_action.isAction(VERB_LOOK, NOUN_SHELVES)) _vm->_dialogs->show(41028); - else if (_action.isAction(VERB_LOOK, 0x275)) + else if (_action.isAction(VERB_LOOK, NOUN_RAT)) _vm->_dialogs->show(41029); - else if (_action.isAction(VERB_TAKE, 0x275)) + else if (_action.isAction(VERB_TAKE, NOUN_RAT)) _vm->_dialogs->show(41030); - else if (_action.isAction(VERB_THROW, 0x275)) + else if (_action.isAction(VERB_THROW, NOUN_RAT)) _vm->_dialogs->show(41031); else if (_action._lookFlag) _vm->_dialogs->show(41033); @@ -3679,21 +3679,21 @@ void Scene411::step() { } void Scene411::preActions() { - if (_action.isAction(VERB_LOOK, 0x2D7) && (_game._objects.isInRoom(OBJ_PETROX))) + if (_action.isAction(VERB_LOOK, NOUN_PETROX) && (_game._objects.isInRoom(OBJ_PETROX))) _game._player._needToWalk = true; - if (_action.isAction(VERB_LOOK, 0x3A9) && (_game._objects.isInRoom(OBJ_LECITHIN))) + if (_action.isAction(VERB_LOOK, NOUN_LECITHIN) && (_game._objects.isInRoom(OBJ_LECITHIN))) _game._player._needToWalk = true; - if (_action.isAction(VERB_LOOK, 0x2D6) && (_game._objects.isInRoom(OBJ_FORMALDEHYDE))) + if (_action.isAction(VERB_LOOK, NOUN_FORMALDEHYDE) && (_game._objects.isInRoom(OBJ_FORMALDEHYDE))) _game._player._needToWalk = true; - if (_action.isAction(VERB_LOOK, 0x3AB) || _action.isAction(VERB_LOOK, 0x30D) || _action.isAction(VERB_LOOK, 0x47F) || - _action.isAction(VERB_LOOK, 0x24D) || _action.isAction(VERB_LOOK, 0x216) || _action.isAction(VERB_PUT, 0x216) || - _action.isAction(VERB_LOOK, 0x284) || _action.isAction(VERB_LOOK, 0x285)) + if (_action.isAction(VERB_LOOK, NOUN_EXPLOSIVES) || _action.isAction(VERB_LOOK, NOUN_KETTLE) || _action.isAction(VERB_LOOK, NOUN_MISHAP) || + _action.isAction(VERB_LOOK, NOUN_ALCOVE) || _action.isAction(VERB_LOOK, NOUN_SINK) || _action.isAction(VERB_PUT, NOUN_SINK) || + _action.isAction(VERB_LOOK, NOUN_EXPERIMENT) || _action.isAction(VERB_LOOK, NOUN_DRAWING_BOARD)) _game._player._needToWalk = true; - if (_action.isAction(VERB_PULL, 0x280) || _action.isAction(VERB_PUSH, 0x280)) + if (_action.isAction(VERB_PULL, NOUN_KNIFE_SWITCH) || _action.isAction(VERB_PUSH, NOUN_KNIFE_SWITCH)) _game._player._needToWalk = false; } @@ -3704,14 +3704,14 @@ void Scene411::actions() { return; } - if (_action.isAction(VERB_WALK_INTO, 0x2B3)) { + if (_action.isAction(VERB_WALK_INTO, NOUN_CORRIDOR_TO_SOUTH)) { _scene->_nextSceneId = 406; _vm->_sound->command(10); _action._inProgress = false; return; } - if ((_globals[kNextIngredient] >= 4) && (_action.isAction(VERB_TAKE, 0x3AB) || _action.isAction(VERB_PUT, 0x48, 0x3AB)) + if ((_globals[kNextIngredient] >= 4) && (_action.isAction(VERB_TAKE, NOUN_EXPLOSIVES) || _action.isAction(VERB_PUT, NOUN_CHARGE_CASES, 0x3AB)) && !_game._objects[OBJ_CHARGE_CASES].getQuality(3) && _game._objects.isInInventory(OBJ_CHARGE_CASES)) { switch (_game._trigger) { @@ -3759,13 +3759,13 @@ void Scene411::actions() { } _action._inProgress = false; return; - } else if (!_game._objects.isInInventory(OBJ_CHARGE_CASES) && _action.isAction(VERB_TAKE, 0x3AB)) { + } else if (!_game._objects.isInInventory(OBJ_CHARGE_CASES) && _action.isAction(VERB_TAKE, NOUN_EXPLOSIVES)) { _vm->_dialogs->show(41143); _action._inProgress = false; return; } - if (_action.isAction(VERB_TAKE, 0x2D7) && (_game._objects.isInRoom(OBJ_PETROX) || _game._trigger)) { + if (_action.isAction(VERB_TAKE, NOUN_PETROX) && (_game._objects.isInRoom(OBJ_PETROX) || _game._trigger)) { switch (_game._trigger) { case (0): _vm->_sound->command(57); @@ -3802,7 +3802,7 @@ void Scene411::actions() { return; } - if (_action.isAction(VERB_TAKE, 0x3A9) && (_game._objects.isInRoom(OBJ_LECITHIN) || _game._trigger)) { + if (_action.isAction(VERB_TAKE, NOUN_LECITHIN) && (_game._objects.isInRoom(OBJ_LECITHIN) || _game._trigger)) { switch (_game._trigger) { case (0): _vm->_sound->command(57); @@ -3838,7 +3838,7 @@ void Scene411::actions() { return; } - if (_action.isAction(VERB_TAKE, 0x2D6) && _game._objects.isInRoom(OBJ_FORMALDEHYDE) && (_game._trigger == 0)) { + if (_action.isAction(VERB_TAKE, NOUN_FORMALDEHYDE) && _game._objects.isInRoom(OBJ_FORMALDEHYDE) && (_game._trigger == 0)) { _vm->_sound->command(57); _game._player._stepEnabled = false; _game._player._visible = false; @@ -3862,7 +3862,7 @@ void Scene411::actions() { if (_game._trigger == 10) _vm->_dialogs->showItem(OBJ_FORMALDEHYDE, 41124); - if (_action.isAction(VERB_PUT, 0x30D)) { + if (_action.isAction(VERB_PUT, NOUN_KETTLE)) { if (_action.isAction(0x2D7) || _action.isAction(0x2D6) || _action.isAction(0x3A9) || _action.isAction(0x306)) { _newIngredient = _game._objects.getIdFromDesc(_action._activeAction._objectNameId); switch (_newIngredient) { @@ -3889,67 +3889,67 @@ void Scene411::actions() { } - if (_action.isAction(VERB_LOOK, 0xE2)) + if (_action.isAction(VERB_LOOK, NOUN_MONITOR)) _vm->_dialogs->show(41110); - else if (_action.isAction(VERB_LOOK, 0x287)) + else if (_action.isAction(VERB_LOOK, NOUN_AIR_PURIFIER)) _vm->_dialogs->show(41111); - else if (_action.isAction(VERB_LOOK, 0x27B)) + else if (_action.isAction(VERB_LOOK, NOUN_LAB_EQUIPMENT)) _vm->_dialogs->show(41112); - else if (_action.isAction(VERB_LOOK, 0x280)) + else if (_action.isAction(VERB_LOOK, NOUN_KNIFE_SWITCH)) _vm->_dialogs->show(41113); - else if (_action.isAction(VERB_PUSH, 0x280) || _action.isAction(VERB_PULL, 0x280)) + else if (_action.isAction(VERB_PUSH, NOUN_KNIFE_SWITCH) || _action.isAction(VERB_PULL, NOUN_KNIFE_SWITCH)) _vm->_dialogs->show(41114); - else if (_action.isAction(VERB_LOOK, 0x283)) + else if (_action.isAction(VERB_LOOK, NOUN_TOXIC_WASTE)) _vm->_dialogs->show(41115); - else if (_action.isAction(VERB_TAKE, 0x283)) + else if (_action.isAction(VERB_TAKE, NOUN_TOXIC_WASTE)) _vm->_dialogs->show(41116); - else if (_action.isAction(VERB_LOOK, 0x285)) + else if (_action.isAction(VERB_LOOK, NOUN_DRAWING_BOARD)) _vm->_dialogs->show(41117); - else if (_action.isAction(VERB_LOOK, 0x284)) + else if (_action.isAction(VERB_LOOK, NOUN_EXPERIMENT)) _vm->_dialogs->show(41118); - else if (_action.isAction(VERB_LOOK, 0x2D7) && _game._objects.isInRoom(OBJ_PETROX)) + else if (_action.isAction(VERB_LOOK, NOUN_PETROX) && _game._objects.isInRoom(OBJ_PETROX)) _vm->_dialogs->show(41119); - else if (_action.isAction(VERB_LOOK, 0x24D)) + else if (_action.isAction(VERB_LOOK, NOUN_ALCOVE)) _vm->_dialogs->show(41121); - else if ((_action.isAction(VERB_LOOK, 0x2D6)) && (_game._objects.isInRoom(OBJ_FORMALDEHYDE))) + else if ((_action.isAction(VERB_LOOK, NOUN_FORMALDEHYDE)) && (_game._objects.isInRoom(OBJ_FORMALDEHYDE))) _vm->_dialogs->show(41122); - else if ((_action.isAction(VERB_LOOK, 0x3A9)) && (_game._objects.isInRoom(OBJ_LECITHIN))) + else if ((_action.isAction(VERB_LOOK, NOUN_LECITHIN)) && (_game._objects.isInRoom(OBJ_LECITHIN))) _vm->_dialogs->show(41123); - else if (_action.isAction(VERB_LOOK, 0x30D)) { + else if (_action.isAction(VERB_LOOK, NOUN_KETTLE)) { if (_globals[kNextIngredient] > 0 && !_game._objects[OBJ_CHARGE_CASES].getQuality(3)) { _vm->_dialogs->show(41126); } else if (_globals[kNextIngredient] == 0 || _game._objects[OBJ_CHARGE_CASES].getQuality(3)) { _vm->_dialogs->show(41125); } - } else if (_action.isAction(VERB_LOOK, 0x3AB) && _game._objects[OBJ_CHARGE_CASES].getQuality(3) == 0) { + } else if (_action.isAction(VERB_LOOK, NOUN_EXPLOSIVES) && _game._objects[OBJ_CHARGE_CASES].getQuality(3) == 0) { _vm->_dialogs->show(41127); - } else if (_action.isAction(VERB_TAKE, 0x30D)) + } else if (_action.isAction(VERB_TAKE, NOUN_KETTLE)) _vm->_dialogs->show(41128); - else if (_action.isAction(VERB_LOOK, 0x59)) + else if (_action.isAction(VERB_LOOK, NOUN_CONTROL_PANEL)) _vm->_dialogs->show(41129); - else if (_action.isAction(VERB_LOOK, 0x47F)) + else if (_action.isAction(VERB_LOOK, NOUN_MISHAP)) _vm->_dialogs->show(41130); - else if (_action.isAction(VERB_LOOK, 0x2B3)) + else if (_action.isAction(VERB_LOOK, NOUN_CORRIDOR_TO_SOUTH)) _vm->_dialogs->show(41131); else if (_action._lookFlag) _vm->_dialogs->show(41132); - else if (_action.isAction(VERB_LOOK, 0x27C)) + else if (_action.isAction(VERB_LOOK, NOUN_AIR_HORN)) _vm->_dialogs->show(41133); - else if (_action.isAction(VERB_LOOK, 0x218)) + else if (_action.isAction(VERB_LOOK, NOUN_DEBRIS)) _vm->_dialogs->show(41134); - else if (_action.isAction(VERB_LOOK, 0x282)) + else if (_action.isAction(VERB_LOOK, NOUN_HEATER)) _vm->_dialogs->show(41135); - else if (_action.isAction(VERB_LOOK, 0x10C)) + else if (_action.isAction(VERB_LOOK, NOUN_PIPE)) _vm->_dialogs->show(41136); - else if (_action.isAction(VERB_LOOK, 0x216)) + else if (_action.isAction(VERB_LOOK, NOUN_SINK)) _vm->_dialogs->show(41137); - else if (_action.isAction(VERB_PUT, 0x216)) + else if (_action.isAction(VERB_PUT, NOUN_SINK)) _vm->_dialogs->show(41138); - else if (_action.isAction(VERB_TAKE, 0x284)) + else if (_action.isAction(VERB_TAKE, NOUN_EXPERIMENT)) _vm->_dialogs->show(41139); - else if (_action.isAction(VERB_LOOK, 0x47E)) + else if (_action.isAction(VERB_LOOK, NOUN_ELECTRODES)) _vm->_dialogs->show(41140); - else if (_action.isAction(VERB_TAKE, 0x47E)) + else if (_action.isAction(VERB_TAKE, NOUN_ELECTRODES)) _vm->_dialogs->show(41141); else return; @@ -4076,41 +4076,41 @@ void Scene413::step() { } void Scene413::preActions() { - if (_action.isAction(VERB_TAKE) || _action.isAction(VERB_PUT, 0x319)) + if (_action.isAction(VERB_TAKE) || _action.isAction(VERB_PUT, NOUN_CONVEYOR_BELT)) _game._player._needToWalk = false; - if (_action.isAction(VERB_LOOK, 0x2C4) || _action.isAction(VERB_LOOK, 0x1CC) - || _action.isAction(VERB_LOOK, 0x289) || _action.isAction(VERB_LOOK, 0x10E)) { + if (_action.isAction(VERB_LOOK, NOUN_WOODEN_STATUE) || _action.isAction(VERB_LOOK, NOUN_DISPLAY) + || _action.isAction(VERB_LOOK, NOUN_PICTURE) || _action.isAction(VERB_LOOK, NOUN_PLANT)) { _game._player._needToWalk = true; } } void Scene413::actions() { - if (_action.isAction(VERB_WALK_INSIDE, 0x16C)) { + if (_action.isAction(VERB_WALK_INSIDE, NOUN_TELEPORTER)) { _game._player._stepEnabled = false; _game._player._visible = false; _scene->_nextSceneId = 409; - } else if (_action.isAction(VERB_WALK_INSIDE, 0x2B3)) + } else if (_action.isAction(VERB_WALK_INSIDE, NOUN_CORRIDOR_TO_SOUTH)) _scene->_nextSceneId = 405; - else if (_action.isAction(VERB_LOOK, 0x2C4)) + else if (_action.isAction(VERB_LOOK, NOUN_WOODEN_STATUE)) _vm->_dialogs->show(41310); - else if (_action.isAction(VERB_TAKE, 0x2C4)) + else if (_action.isAction(VERB_TAKE, NOUN_WOODEN_STATUE)) _vm->_dialogs->show(41311); - else if (_action.isAction(VERB_LOOK, 0x319)) + else if (_action.isAction(VERB_LOOK, NOUN_CONVEYOR_BELT)) _vm->_dialogs->show(41312); - else if (_action.isAction(VERB_PUT, 0x319)) + else if (_action.isAction(VERB_PUT, NOUN_CONVEYOR_BELT)) _vm->_dialogs->show(41313); - else if (_action.isAction(VERB_LOOK, 0x16C)) + else if (_action.isAction(VERB_LOOK, NOUN_TELEPORTER)) _vm->_dialogs->show(41314); - else if (_action.isAction(VERB_LOOK, 0x1CC)) + else if (_action.isAction(VERB_LOOK, NOUN_DISPLAY)) _vm->_dialogs->show(41315); - else if (_action.isAction(VERB_LOOK, 0x2B3)) + else if (_action.isAction(VERB_LOOK, NOUN_CORRIDOR_TO_SOUTH)) _vm->_dialogs->show(41316); - else if (_action.isAction(VERB_LOOK, 0x289)) + else if (_action.isAction(VERB_LOOK, NOUN_PICTURE)) _vm->_dialogs->show(41317); - else if (_action.isAction(VERB_LOOK, 0x10E)) + else if (_action.isAction(VERB_LOOK, NOUN_PLANT)) _vm->_dialogs->show(41318); - else if (_action.isAction(VERB_TAKE, 0x10E)) + else if (_action.isAction(VERB_TAKE, NOUN_PLANT)) _vm->_dialogs->show(41319); else if (_action._lookFlag) _vm->_dialogs->show(41320); |