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authorFilippos Karapetis2014-05-20 13:19:43 +0300
committerFilippos Karapetis2014-05-20 13:19:43 +0300
commit60b9876d8187d735ac933f5be2de61a9142115e2 (patch)
tree64f505c2c93a1e630802b67a4dc17aa6c9a3d323 /engines/mads/nebular/nebular_scenes5.cpp
parent5e1eaaa6f3aac17348d640666c4d0757714e9460 (diff)
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MADS: Add more friendly names for nouns
Diffstat (limited to 'engines/mads/nebular/nebular_scenes5.cpp')
-rw-r--r--engines/mads/nebular/nebular_scenes5.cpp28
1 files changed, 14 insertions, 14 deletions
diff --git a/engines/mads/nebular/nebular_scenes5.cpp b/engines/mads/nebular/nebular_scenes5.cpp
index fb79492b1c..1ad29a39a4 100644
--- a/engines/mads/nebular/nebular_scenes5.cpp
+++ b/engines/mads/nebular/nebular_scenes5.cpp
@@ -166,7 +166,7 @@ void Scene501::enter() {
}
_globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, 1);
- int idx = _scene->_dynamicHotspots.add(0x6E, 0x18B, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
+ int idx = _scene->_dynamicHotspots.add(NOUN_DOOR, 0x18B, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
_doorHotspotid = _scene->_dynamicHotspots.setPosition(idx,Common::Point(282, 110), FACING_NORTH);
_scene->_dynamicHotspots.setCursor(_doorHotspotid, CURSOR_GO_UP);
_scene->_sequences.setDepth(_globals._sequenceIndexes[3], 7);
@@ -233,7 +233,7 @@ void Scene501::step() {
_globals._sequenceIndexes[3] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[3], false, 9, 1, 0, 0);
_scene->_sequences.setDepth(_globals._sequenceIndexes[3], 7);
_vm->_sound->command(12);
- _doorHotspotid = _scene->_dynamicHotspots.add(0x6E, 0x18B, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
+ _doorHotspotid = _scene->_dynamicHotspots.add(NOUN_DOOR, 0x18B, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(_globals._sequenceIndexes[3], Common::Point(282, 110), FACING_NORTH);
_scene->_dynamicHotspots.setCursor(_doorHotspotid, CURSOR_GO_UP);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 83);
@@ -540,7 +540,7 @@ void Scene503::enter() {
if (_game._objects[OBJ_DETONATORS]._roomNumber == _scene->_currentSceneId) {
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 9, 0, 0, 0);
- _detonatorHotspotId = _scene->_dynamicHotspots.add(0x6A, 0xD, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
+ _detonatorHotspotId = _scene->_dynamicHotspots.add(NOUN_DETONATORS, 0xD, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(_detonatorHotspotId, Common::Point(254, 135), FACING_SOUTH);
}
@@ -1111,12 +1111,12 @@ void Scene506::enter() {
_globals._spriteIndexes[4] = _scene->_sprites.addSprites("*RXCD_3");
_globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, 1);
- int idx = _scene->_dynamicHotspots.add(0x37D, 0x242, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
+ int idx = _scene->_dynamicHotspots.add(NOUN_LABORATORY, 0x242, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
int hotspotId = _scene->_dynamicHotspots.setPosition(idx, Common::Point(65, 125), FACING_NORTHWEST);
_scene->_dynamicHotspots.setCursor(hotspotId, CURSOR_GO_LEFT);
_scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10);
_globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 1);
- idx = _scene->_dynamicHotspots.add(0x336, 0x242, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
+ idx = _scene->_dynamicHotspots.add(NOUN_SOFTWARE_STORE, 0x242, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
hotspotId = _scene->_dynamicHotspots.setPosition(idx, Common::Point(112, 102), FACING_NORTHWEST);
_scene->_dynamicHotspots.setCursor(hotspotId, CURSOR_GO_LEFT);
_scene->_sequences.setDepth(_globals._sequenceIndexes[2], 13);
@@ -1371,7 +1371,7 @@ void Scene507::enter() {
if ((_game._difficulty != DIFFICULTY_EASY) && (_game._objects[OBJ_PENLIGHT]._roomNumber == _scene->_currentSceneId)) {
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 9, 0, 0, 0);
- _penlightHotspotId = _scene->_dynamicHotspots.add(0x106, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
+ _penlightHotspotId = _scene->_dynamicHotspots.add(NOUN_PENLIGHT, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(_penlightHotspotId, Common::Point(233, 152), FACING_SOUTHEAST);
}
@@ -1495,7 +1495,7 @@ void Scene508::enter() {
_globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, -2);
_scene->_sequences.setDepth(_globals._sequenceIndexes[3], 8);
_globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], false, -2);
- int idx = _scene->_dynamicHotspots.add(0x343, VERB_WALKTO, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
+ int idx = _scene->_dynamicHotspots.add(NOUN_LASER_BEAM, VERB_WALKTO, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(57, 116), FACING_NORTHEAST);
_scene->_hotspots.activate(NOUN_HOLE, false);
_scene->_hotspots.activate(NOUN_LASER_BEAM, false);
@@ -1505,7 +1505,7 @@ void Scene508::enter() {
_scene->_sequences.setDepth(_globals._sequenceIndexes[3], 8);
_globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, -2);
_scene->_sequences.setDepth(_globals._sequenceIndexes[4], 11);
- int idx = _scene->_dynamicHotspots.add(0x343, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
+ int idx = _scene->_dynamicHotspots.add(NOUN_LASER_BEAM, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(57, 116), FACING_NORTHEAST);
_globals._sequenceIndexes[2] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[2], false, 15, 0, 0, 0);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], 6, 8);
@@ -1640,7 +1640,7 @@ void Scene508::actions() {
_vm->_sound->command(22);
_globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, -2);
_scene->_sequences.setDepth(_globals._sequenceIndexes[4], 11);
- int idx = _scene->_dynamicHotspots.add(0x343, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
+ int idx = _scene->_dynamicHotspots.add(NOUN_LASER_BEAM, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(57, 116), FACING_NORTHEAST);
_scene->_kernelMessages.reset();
_scene->changeVariant(1);
@@ -1748,7 +1748,7 @@ void Scene511::enter() {
_globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[2], 3);
_scene->_hotspots.activate(NOUN_BOAT, false);
- int idx = _scene->_dynamicHotspots.add(0x345, VERB_WALKTO, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
+ int idx = _scene->_dynamicHotspots.add(NOUN_BOAT, VERB_WALKTO, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(75, 124), FACING_NORTH);
_scene->_hotspots.activate(NOUN_ROPE, false);
} else {
@@ -1779,7 +1779,7 @@ void Scene511::enter() {
if (_globals[kLineStatus] == 2 || _globals[kLineStatus] == 3) {
_globals._spriteIndexes[7] = _scene->_sprites.addSprites(formAnimName('b', 4));
_globals._sequenceIndexes[7] = _scene->_sequences.startCycle(_globals._spriteIndexes[7], false, frame);
- int idx = _scene->_dynamicHotspots.add(0x87, VERB_WALKTO, _globals._sequenceIndexes[7], Common::Rect(0, 0, 0, 0));
+ int idx = _scene->_dynamicHotspots.add(NOUN_FISHING_LINE, VERB_WALKTO, _globals._sequenceIndexes[7], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(26, 153), FACING_NORTHEAST);
_scene->_sequences.setDepth(_globals._sequenceIndexes[7], 3);
if (_globals[kBoatRaised])
@@ -1981,7 +1981,7 @@ void Scene511::actions() {
_game._player._priorTimer = _scene->_frameStartTime - _game._player._ticksAmount;
_globals._sequenceIndexes[7] = _scene->_sequences.startCycle(_globals._spriteIndexes[7], false, -2);
_scene->_sequences.setDepth(_globals._sequenceIndexes[7], 4);
- int idx = _scene->_dynamicHotspots.add(0x87, VERB_WALKTO, _globals._sequenceIndexes[7], Common::Rect(0, 0, 0, 0));
+ int idx = _scene->_dynamicHotspots.add(NOUN_FISHING_LINE, VERB_WALKTO, _globals._sequenceIndexes[7], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(26, 153), FACING_NORTHEAST);
_game._objects.removeFromInventory(OBJ_FISHING_LINE, 1);
_handingLine = false;
@@ -2069,7 +2069,7 @@ void Scene512::enter() {
if (_game._objects[OBJ_FISHING_ROD]._roomNumber == _scene->_currentSceneId) {
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 9, 0, 0, 0);
- _fishingRodHotspotId = _scene->_dynamicHotspots.add(0x88, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
+ _fishingRodHotspotId = _scene->_dynamicHotspots.add(NOUN_FISHING_ROD, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(_fishingRodHotspotId, Common::Point(199, 101), FACING_NORTHEAST);
}
@@ -2081,7 +2081,7 @@ void Scene512::enter() {
if (_game._objects[OBJ_PADLOCK_KEY]._roomNumber == _scene->_currentSceneId) {
_globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 10, 0, 0, 0);
_scene->_sequences.setDepth(_globals._sequenceIndexes[6], 3);
- _keyHotspotId = _scene->_dynamicHotspots.add(0xFF, VERB_WALKTO, _globals._sequenceIndexes[6], Common::Rect(0, 0, 0, 0));
+ _keyHotspotId = _scene->_dynamicHotspots.add(NOUN_PADLOCK_KEY, VERB_WALKTO, _globals._sequenceIndexes[6], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(_keyHotspotId, Common::Point(218, 152), FACING_NORTHEAST);
}
if (_globals[kRegisterOpen]) {