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authorPaul Gilbert2015-03-13 21:54:20 -0400
committerPaul Gilbert2015-03-13 21:54:20 -0400
commitc0df1248b5a73f4b0f02d0712907878aa265dff4 (patch)
tree2c17ce7578bb081477f2e377855a8783ca70913d /engines/mads/nebular
parented33dee7539c6b05f7dba18fb87cdd44c09ba3cd (diff)
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MADS: Properly handle reloading scenes when closing dialogs
Diffstat (limited to 'engines/mads/nebular')
-rw-r--r--engines/mads/nebular/dialogs_nebular.cpp18
-rw-r--r--engines/mads/nebular/nebular_scenes.cpp2
-rw-r--r--engines/mads/nebular/nebular_scenes1.cpp28
-rw-r--r--engines/mads/nebular/nebular_scenes2.cpp28
-rw-r--r--engines/mads/nebular/nebular_scenes3.cpp37
-rw-r--r--engines/mads/nebular/nebular_scenes4.cpp20
-rw-r--r--engines/mads/nebular/nebular_scenes5.cpp26
-rw-r--r--engines/mads/nebular/nebular_scenes6.cpp20
-rw-r--r--engines/mads/nebular/nebular_scenes7.cpp16
-rw-r--r--engines/mads/nebular/nebular_scenes8.cpp6
10 files changed, 105 insertions, 96 deletions
diff --git a/engines/mads/nebular/dialogs_nebular.cpp b/engines/mads/nebular/dialogs_nebular.cpp
index 23aef6bdb5..6c57c85408 100644
--- a/engines/mads/nebular/dialogs_nebular.cpp
+++ b/engines/mads/nebular/dialogs_nebular.cpp
@@ -344,7 +344,7 @@ void DialogsNebular::showDialog() {
void DialogsNebular::showScummVMSaveDialog() {
Nebular::GameNebular &game = *(Nebular::GameNebular *)_vm->_game;
- Scene *scene = &(game._scene);
+ Scene &scene = game._scene;
GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);
int slot = dialog->runModalWithCurrentTarget();
@@ -356,24 +356,31 @@ void DialogsNebular::showScummVMSaveDialog() {
desc = dialog->createDefaultSaveDescription(slot);
}
- scene->_spriteSlots.reset();
- scene->loadScene(scene->_currentSceneId, game._aaName, true);
- scene->_userInterface.noInventoryAnim();
+ scene._spriteSlots.reset();
+ scene.loadScene(scene._currentSceneId, game._aaName, true);
+ scene._userInterface.noInventoryAnim();
game._scene.drawElements(kTransitionFadeIn, false);
game.saveGame(slot, desc);
}
+
+ // Flag for scene loading that we're returning from a dialog
+ scene._currentSceneId = RETURNING_FROM_DIALOG;
}
void DialogsNebular::showScummVMRestoreDialog() {
Nebular::GameNebular &game = *(Nebular::GameNebular *)_vm->_game;
GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Restore game:"), _("Restore"), false);
+ Scene &scene = game._scene;
int slot = dialog->runModalWithCurrentTarget();
if (slot >= 0) {
game._loadGameSlot = slot;
- game._scene._currentSceneId = -1;
+ game._scene._currentSceneId = RETURNING_FROM_LOADING;
game._currentSectionNumber = -1;
+ } else {
+ // Flag for scene loading that we're returning from a dialog
+ scene._currentSceneId = RETURNING_FROM_DIALOG;
}
}
@@ -637,6 +644,7 @@ void GameDialog::display() {
GameDialog::~GameDialog() {
_vm->_screen.resetClipBounds();
+ _vm->_game->_scene._currentSceneId = RETURNING_FROM_DIALOG;
}
void GameDialog::clearLines() {
diff --git a/engines/mads/nebular/nebular_scenes.cpp b/engines/mads/nebular/nebular_scenes.cpp
index 72073b1c7b..14cf71d0fc 100644
--- a/engines/mads/nebular/nebular_scenes.cpp
+++ b/engines/mads/nebular/nebular_scenes.cpp
@@ -538,7 +538,7 @@ void SceneTeleporter::teleporterEnter() {
_curMessageId = -1;
_msgText = "_";
- if (_scene->_priorSceneId == -2)
+ if (_scene->_priorSceneId == RETURNING_FROM_DIALOG)
_scene->_priorSceneId = _globals[kTeleporterDestination];
if (_scene->_priorSceneId < 101)
diff --git a/engines/mads/nebular/nebular_scenes1.cpp b/engines/mads/nebular/nebular_scenes1.cpp
index d505bb3d4e..dc2eb1f068 100644
--- a/engines/mads/nebular/nebular_scenes1.cpp
+++ b/engines/mads/nebular/nebular_scenes1.cpp
@@ -188,13 +188,13 @@ void Scene101::enter() {
_scene->_hotspots.activate(NOUN_SHIELD_MODULATOR, false);
_panelOpened = false;
- if (_scene->_priorSceneId != -1)
+ if (_scene->_priorSceneId != RETURNING_FROM_LOADING)
_globals[kNeedToStandUp] = false;
- if (_scene->_priorSceneId != -2)
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(100, 152);
- if ((_scene->_priorSceneId == 112) || ((_scene->_priorSceneId == -2) && _sittingFl )) {
+ if ((_scene->_priorSceneId == 112) || ((_scene->_priorSceneId == RETURNING_FROM_DIALOG) && _sittingFl )) {
_game._player._visible = false;
_sittingFl = true;
_game._player._playerPos = Common::Point(161, 123);
@@ -721,7 +721,7 @@ void Scene102::enter() {
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SEQUENCE_TRIGGER_EXPIRE, 0, 70);
} else if (_scene->_priorSceneId == 103)
_game._player._playerPos = Common::Point(47, 152);
- else if (_scene->_priorSceneId != -2) {
+ else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._facing = FACING_NORTHWEST;
_game._player._playerPos = Common::Point(32, 129);
}
@@ -1342,7 +1342,7 @@ void Scene103::enter() {
_scene->_hotspots.activate(362, false);
}
- if (_scene->_priorSceneId != -2)
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(237, 74);
if (_scene->_priorSceneId == 102) {
@@ -1625,7 +1625,7 @@ void Scene104::enter() {
if (_scene->_priorSceneId == 105)
_game._player._playerPos = Common::Point(302, 107);
- else if (_scene->_priorSceneId != -2)
+ else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(160, 134);
_loseFl = false;
@@ -1847,7 +1847,7 @@ void Scene105::enter() {
if (_scene->_priorSceneId == 104)
_game._player._playerPos = Common::Point(13, 97);
- else if (_scene->_priorSceneId != -2)
+ else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(116, 147);
_game.loadQuoteSet(0x4A, 0x4B, 0x4C, 0x35, 0x34, 0);
@@ -2021,7 +2021,7 @@ void Scene106::enter() {
_game._player._stepEnabled = false;
_game._player._facing = FACING_EAST;
_game._player._playerPos = Common::Point(106, 69);
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
if (_scene->_priorSceneId == 107) {
_game._player._playerPos = Common::Point(319, 84);
_game._player._facing = _game._player._prepareWalkFacing = FACING_WEST;
@@ -2240,7 +2240,7 @@ void Scene107::enter() {
_game._player._playerPos = Common::Point(132, 47);
else if (_scene->_priorSceneId == 106)
_game._player._playerPos = Common::Point(20, 91);
- else if (_scene->_priorSceneId != -2)
+ else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(223, 151);
if (((_scene->_priorSceneId == 105) || (_scene->_priorSceneId == 106)) && (_vm->getRandomNumber(1, 3) == 1)) {
@@ -2352,7 +2352,7 @@ void Scene108::enter() {
if (_scene->_priorSceneId == 107)
_game._player._playerPos = Common::Point(138, 58);
- else if (_scene->_priorSceneId != -2)
+ else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(305, 98);
_game.loadQuoteSet(0x4A, 0x4B, 0x4C, 0x35, 0x34, 0);
@@ -2459,7 +2459,7 @@ void Scene109::enter() {
if (_scene->_priorSceneId == 110) {
_game._player._playerPos = Common::Point(248, 38);
_globals[kHoovicSated] = 2;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(20, 68);
_game._player._facing = FACING_EAST;
}
@@ -2865,7 +2865,7 @@ void Scene110::enter() {
_scene->_dynamicHotspots.setPosition(idx, Common::Point(-1, 0), FACING_NONE);
idx = _scene->_dynamicHotspots.add(91, 348, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(-1, 0), FACING_NONE);
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(194, 23);
_game._player._facing = FACING_SOUTH;
_game._player._visible = false;
@@ -3008,7 +3008,7 @@ void Scene111::enter() {
_launched2Fl = false;
_stampedFl = false;
- if ((_scene->_priorSceneId < 201) && (_scene->_priorSceneId != -2)) {
+ if ((_scene->_priorSceneId < 201) && (_scene->_priorSceneId != RETURNING_FROM_DIALOG)) {
_game._player._stepEnabled = false;
_game._player._visible = false;
_scene->loadAnimation(Resources::formatName(111, 'A', 0, EXT_AA, ""), 70);
@@ -3019,7 +3019,7 @@ void Scene111::enter() {
_launched2Fl = true;
_vm->_sound->command(36);
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(300, 130);
_game._player._facing = FACING_WEST;
}
diff --git a/engines/mads/nebular/nebular_scenes2.cpp b/engines/mads/nebular/nebular_scenes2.cpp
index d62497007c..84910c4de3 100644
--- a/engines/mads/nebular/nebular_scenes2.cpp
+++ b/engines/mads/nebular/nebular_scenes2.cpp
@@ -152,7 +152,7 @@ void Scene201::enter() {
int idx = _scene->_dynamicHotspots.add(NOUN_BIRDS, 209, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(186, 81), FACING_NORTH);
- if ((_scene->_priorSceneId == 202) || (_scene->_priorSceneId == -1)) {
+ if ((_scene->_priorSceneId == 202) || (_scene->_priorSceneId == RETURNING_FROM_LOADING)) {
_game._player._playerPos = Common::Point(165, 152);
} else {
_game._player._playerPos = Common::Point(223, 149);
@@ -430,7 +430,7 @@ void Scene202::enter() {
if (_scene->_priorSceneId == 201) {
_game._player._playerPos = Common::Point(190, 91);
_game._player._facing = FACING_SOUTH;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(178, 152);
_game._player._facing = FACING_NORTH;
}
@@ -446,7 +446,7 @@ void Scene202::enter() {
_game.loadQuoteSet(0x5C, 0x5D, 0x5E, 0x5F, 0x60, 0x62, 0x63, 0x64, 0x65, 0x66, 0x61, 0);
_activeMsgFl = false;
- if (_scene->_priorSceneId == -2) {
+ if (_scene->_priorSceneId == RETURNING_FROM_DIALOG) {
if (_waitingMeteoFl) {
_globals._sequenceIndexes[9] = _scene->_sequences.startCycle(_globals._spriteIndexes[9], false, 1);
_game._player._visible = false;
@@ -1044,7 +1044,7 @@ void Scene203::enter() {
} else if (_scene->_priorSceneId == 209) {
_game._player._playerPos = Common::Point(308, 117);
_game._player._facing = FACING_WEST;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(155, 152);
_game._player._facing = FACING_NORTH;
}
@@ -1222,7 +1222,7 @@ void Scene205::enter() {
Common::Rect(195, 99, 264, 134), 13, 2, 0xFDFC, 60,
108, 108, 109, 109, 110, 110, 111, 108, 0);
- if (_scene->_priorSceneId != -2)
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(99, 152);
if (_globals[kSexOfRex] != SEX_MALE) {
@@ -1516,7 +1516,7 @@ void Scene207::enter() {
} else if (_scene->_priorSceneId == 214) {
_game._player._playerPos = Common::Point(164, 117);
_game._player._facing = FACING_SOUTH;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(305, 131);
}
@@ -1728,7 +1728,7 @@ void Scene208::enter() {
} else if (_scene->_priorSceneId == 209) {
_game._player._playerPos = Common::Point(307, 123);
_game._player._facing = FACING_WEST;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(162, 149);
_game._player._facing = FACING_NORTH;
}
@@ -2856,7 +2856,7 @@ void Scene209::enter() {
if (_scene->_priorSceneId == 208) {
_game._player._playerPos = Common::Point(11, 121);
_game._player._facing = FACING_EAST;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(28, 121);
_game._player._facing = FACING_SOUTH;
}
@@ -4173,7 +4173,7 @@ void Scene210::enter() {
_game._player._playerPos = Common::Point(168, 128);
_game._player._facing = FACING_SOUTH;
_globals[kCurtainOpen] = true;
- } else if (_scene->_priorSceneId != -2)
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(308, 132);
if (!_globals[kCurtainOpen]) {
@@ -4210,7 +4210,7 @@ void Scene210::enter() {
_twinkleAnimationType = 0;
_twinklesCurrentFrame = 0;
- if (_scene->_priorSceneId != -2) {
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_shouldMoveHead = false;
_shouldFaceRex = false;
_shouldTalk = false;
@@ -4647,7 +4647,7 @@ void Scene211::enter() {
_game._player._visible = false;
_scene->loadAnimation(formAnimName('A', -1), 100);
_scene->_activeAnimation->setCurrentFrame(169);
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(310, 31);
_game._player._facing = FACING_SOUTHWEST;
}
@@ -4905,7 +4905,7 @@ void Scene212::enter() {
if (_scene->_priorSceneId == 208) {
_game._player._playerPos = Common::Point(195, 85);
_game._player._facing = FACING_SOUTH;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(67, 117);
_game._player._facing = FACING_NORTHEAST;
}
@@ -5061,7 +5061,7 @@ void Scene214::enter() {
_scene->_hotspots.activate(NOUN_BLOWGUN, false);
}
- if (_scene->_priorSceneId != -2)
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(191, 152);
sceneEntrySound();
@@ -5257,7 +5257,7 @@ void Scene215::enter() {
_game._player._stepEnabled = false;
_globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, 1);
_scene->_sequences.addTimer(120, 70);
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(204, 152);
_game._player._facing = FACING_NORTH;
}
diff --git a/engines/mads/nebular/nebular_scenes3.cpp b/engines/mads/nebular/nebular_scenes3.cpp
index 0b22aa7720..1a477c3bb8 100644
--- a/engines/mads/nebular/nebular_scenes3.cpp
+++ b/engines/mads/nebular/nebular_scenes3.cpp
@@ -769,7 +769,7 @@ void Scene307::enter() {
_dialog2.write(0x11E, true);
- if (_scene->_priorSceneId == -2) {
+ if (_scene->_priorSceneId == RETURNING_FROM_DIALOG) {
if (_grateOpenedFl)
_vm->_sound->command(10);
else
@@ -1618,7 +1618,7 @@ void Scene311::enter() {
else if (_scene->_priorSceneId == 320) {
_game._player._playerPos = Common::Point(129, 113);
_game._player._facing = FACING_SOUTH;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._visible = false;
_game._player._stepEnabled = false;
_scene->loadAnimation(formAnimName('a', -1), 70);
@@ -1896,7 +1896,7 @@ void Scene313::enter() {
} else if (_scene->_priorSceneId == 388) {
_game._player._playerPos = Common::Point(199, 70);
_game._player._facing = FACING_WEST;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(234, 70);
_game._player._facing = FACING_WEST;
}
@@ -2215,7 +2215,7 @@ void Scene316::enter() {
_globals._sequenceIndexes[1] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[spriteIdx], false, 6, 1, 0, 0);
_scene->_sequences.setDepth(_globals._sequenceIndexes[1], 2);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 60);
- } else if (_scene->_priorSceneId != -2)
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(291, 126);
sceneEntrySound();
@@ -2617,7 +2617,7 @@ void Scene318::enter() {
if (_scene->_priorSceneId == 357)
_game._player._playerPos = Common::Point(15, 110);
- else if (_scene->_priorSceneId != -2)
+ else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(214, 152);
_dialog1.setup(0x47, 0x191, 0x192, 0x193, 0x194, 0x195, 0x196, 0x197, 0x198, 0x199, 0x19A, 0x19B, 0x19C, 0x19D, 0);
@@ -2638,7 +2638,7 @@ void Scene318::enter() {
_lastFrame = 0;
_scene->_hotspots.activate(NOUN_INTERN, false);
- if (_scene->_priorSceneId != -2) {
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_dialogFl = false;
_internWalkingFl = false;
_counter= 0;
@@ -2655,7 +2655,8 @@ void Scene318::enter() {
0x1C8, 0x1C9, 0x1CA, 0x1CB, 0x1CC, 0x1CD, 0x1CE, 0x1CF, 0x1D0, 0x1D1, 0x1D2, 0x1D3,
0x190, 0x19D, 0);
- if ((_scene->_priorSceneId== -2) || (((_scene->_priorSceneId == 318) || (_scene->_priorSceneId == -1)) && (!_globals[kAfterHavoc]))) {
+ if ((_scene->_priorSceneId == RETURNING_FROM_DIALOG) || (((_scene->_priorSceneId == 318) ||
+ (_scene->_priorSceneId == RETURNING_FROM_LOADING)) && (!_globals[kAfterHavoc]))) {
if (!_globals[kAfterHavoc]) {
_game._player._visible = false;
_globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('g', -1));
@@ -3119,7 +3120,7 @@ void Scene319::enter() {
_dialog2.setup(0x44, 0x171, 0x172, 0x173, 0x174, 0x175, 0x176, 0);
_dialog3.setup(0x45, 0x17D, 0x17E, 0x17F, 0x180, 0x181, 0x182, 0x183, 0);
- if (_scene->_priorSceneId != -2) {
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_dialog1.set(0x165, 0x166, 0x167, 0x168, 0);
_dialog2.set(0x171, 0x172, 0x173, 0x174, 0);
_dialog3.set(0x17D, 0x17E, 0x17F, 0x180, 0);
@@ -3142,7 +3143,7 @@ void Scene319::enter() {
_scene->loadAnimation(formAnimName('b', 0));
- if (_scene->_priorSceneId != -2) {
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_animMode = 1;
_nextAction1 = 2;
_nextAction2 = 2;
@@ -3981,7 +3982,7 @@ void Scene351::enter() {
if (_scene->_priorSceneId == 352)
_game._player._playerPos = Common::Point(148, 152);
- else if (_scene->_priorSceneId != -2) {
+ else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(207, 81);
_game._player._facing = FACING_NORTH;
}
@@ -4266,7 +4267,7 @@ void Scene352::enter() {
_vaultOpenFl = false;
- if (_scene->_priorSceneId != -2) {
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_mustPutArmDownFl = false;
if (!_game._visitedScenes._sceneRevisited)
_globals[kHaveYourStuff] = false;
@@ -4281,7 +4282,7 @@ void Scene352::enter() {
if (_scene->_priorSceneId == 353)
_game._player._playerPos = Common::Point(171, 155);
- else if (_scene->_priorSceneId != -2)
+ else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(116, 107);
sceneEntrySound();
@@ -4750,7 +4751,7 @@ void Scene354::enter() {
_game._player._facing = FACING_NORTH;
} else if (_scene->_priorSceneId == 316)
_game._player._playerPos = Common::Point(71, 107);
- else if (_scene->_priorSceneId != -2)
+ else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(167, 57);
sceneEntrySound();
@@ -4817,7 +4818,7 @@ void Scene357::enter() {
_game._player._playerPos = Common::Point(298, 142);
else if (_scene->_priorSceneId == 313)
_game._player._playerPos = Common::Point(127, 101);
- else if (_scene->_priorSceneId != -2)
+ else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(15, 148);
sceneEntrySound();
@@ -4881,7 +4882,7 @@ void Scene358::enter() {
if (_scene->_priorSceneId == 357)
_game._player._playerPos = Common::Point(305, 142);
- else if (_scene->_priorSceneId != -2)
+ else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(12, 141);
sceneEntrySound();
@@ -4957,7 +4958,7 @@ void Scene359::enter() {
if (_scene->_priorSceneId == 358)
_game._player._playerPos = Common::Point(301, 141);
- else if (_scene->_priorSceneId != -2)
+ else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(15, 148);
sceneEntrySound();
@@ -5080,7 +5081,7 @@ void Scene360::enter() {
if (_scene->_priorSceneId == 359)
_game._player._playerPos = Common::Point(304, 143);
- else if (_scene->_priorSceneId != -2)
+ else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(13, 141);
sceneEntrySound();
@@ -5346,7 +5347,7 @@ void Scene361::enter() {
else if (_scene->_priorSceneId == 320) {
_game._player._playerPos = Common::Point(129, 113);
_game._player._facing = FACING_SOUTH;
- } else if (_scene->_priorSceneId != -2)
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(13, 145);
_game.loadQuoteSet(0xFB, 0xFC, 0);
diff --git a/engines/mads/nebular/nebular_scenes4.cpp b/engines/mads/nebular/nebular_scenes4.cpp
index 9db597c312..29b17c42c0 100644
--- a/engines/mads/nebular/nebular_scenes4.cpp
+++ b/engines/mads/nebular/nebular_scenes4.cpp
@@ -113,7 +113,7 @@ void Scene401::setup() {
}
void Scene401::enter() {
- if (_scene->_priorSceneId != -2)
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_northFl = false;
_timer = 0;
@@ -125,7 +125,7 @@ void Scene401::enter() {
_game._player._playerPos = Common::Point(149, 90);
_game._player._facing = FACING_SOUTH;
_northFl = true;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(142, 131);
_game._player._facing = FACING_NORTH;
}
@@ -718,7 +718,7 @@ void Scene402::enter() {
_roxOnStool = false;
_bartenderDialogNode = 1;
_conversationFl = false;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(160, 150);
_game._player._facing = FACING_NORTH;
_game._objects.addToInventory(OBJ_CREDIT_CHIP);
@@ -2411,7 +2411,7 @@ void Scene405::enter() {
} else if (_scene->_priorSceneId == 413) {
_game._player._playerPos = Common::Point(284, 109);
_game._player._facing = FACING_SOUTH;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(23, 123);
_game._player._facing = FACING_EAST;
}
@@ -2587,7 +2587,7 @@ void Scene406::enter() {
} else if (_scene->_priorSceneId == 411) {
_game._player._playerPos = Common::Point(153, 108);
_game._player._facing = FACING_SOUTH;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(15, 129);
_game._player._facing = FACING_EAST;
}
@@ -2791,14 +2791,14 @@ void Scene407::setup() {
}
void Scene407::enter() {
- if (_scene->_priorSceneId != -2)
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_fromNorth = false;
if (_scene->_priorSceneId == 318) {
_game._player._playerPos = Common::Point(172, 92);
_game._player._facing = FACING_SOUTH;
_fromNorth = true;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(172, 132);
_game._player._facing = FACING_NORTH;
}
@@ -3118,7 +3118,7 @@ void Scene410::enter() {
else
_scene->_hotspots.activate(NOUN_CHARGE_CASES, false);
- if (_scene->_priorSceneId != -2) {
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(155, 150);
_game._player._facing = FACING_NORTH;
}
@@ -3646,7 +3646,7 @@ void Scene411::enter() {
_scene->_dynamicHotspots.setPosition(idx, Common::Point(220, 121), FACING_NORTHEAST);
}
- if (_scene->_priorSceneId != -2) {
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(60, 146);
_game._player._facing = FACING_NORTHEAST;
}
@@ -4058,7 +4058,7 @@ void Scene413::enter() {
_game._player._playerPos = Common::Point(142, 146);
_game._player._facing = FACING_NORTH;
_game._player._visible = true;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
if (_globals[kSexOfRex] == REX_MALE) {
_scene->loadAnimation(Resources::formatName(413, 'd', 1, EXT_AA, ""), 78);
_vm->_sound->command(30);
diff --git a/engines/mads/nebular/nebular_scenes5.cpp b/engines/mads/nebular/nebular_scenes5.cpp
index 98efeba82f..e6ab658eb4 100644
--- a/engines/mads/nebular/nebular_scenes5.cpp
+++ b/engines/mads/nebular/nebular_scenes5.cpp
@@ -199,7 +199,7 @@ void Scene501::enter() {
_game._player._playerPos = Common::Point(317, 102);
_game._player._facing = FACING_SOUTHWEST;
_scene->_sequences.addTimer(15, 80);
- } else if (_scene->_priorSceneId != -2)
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(299, 131);
if (_scene->_roomChanged) {
@@ -563,7 +563,7 @@ void Scene503::enter() {
_scene->_dynamicHotspots.setPosition(_detonatorHotspotId, Common::Point(254, 135), FACING_SOUTH);
}
- if (_scene->_priorSceneId != -2) {
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(191, 152);
_game._player._facing = FACING_NORTHWEST;
}
@@ -709,7 +709,7 @@ void Scene504::enter() {
_globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('a', 3));
_carAnimationMode = 1;
_scene->loadAnimation(formAnimName('A', -1));
- if ((_scene->_priorSceneId != -2) && (_scene->_priorSceneId != 505))
+ if ((_scene->_priorSceneId != RETURNING_FROM_DIALOG) && (_scene->_priorSceneId != 505))
_globals[kHoverCarLocation] = _scene->_priorSceneId;
_globals._sequenceIndexes[7] = _scene->_sequences.startCycle(_globals._spriteIndexes[7], false, 1);
@@ -912,7 +912,7 @@ void Scene505::enter() {
_globals._spriteIndexes[11] = _scene->_sprites.addSprites(formAnimName('t', -1));
_globals._spriteIndexes[12] = _scene->_sprites.addSprites(formAnimName('e', -1));
- if (_scene->_priorSceneId != -2)
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_globals._sequenceIndexes[12] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[12], false, 6, 1, 0, 0);
_globals._sequenceIndexes[13] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[13], false, 6, 1, 120, 0);
@@ -934,7 +934,7 @@ void Scene505::enter() {
for (int i = 0; i < 9; i++) {
if (_globals[kHoverCarLocation] == _carLocations[i]) {
_homeSelectedId = i;
- if (_scene->_priorSceneId != -2)
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_selectedId = i;
}
}
@@ -1222,7 +1222,7 @@ void Scene506::enter() {
_game._player._facing = FACING_SOUTHEAST;
_scene->_sequences.addTimer(60, 80);
_game._player._stepEnabled = false;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(138, 116);
_game._player._facing = FACING_NORTHEAST;
_game._player._visible = false;
@@ -1471,7 +1471,7 @@ void Scene507::enter() {
_scene->_dynamicHotspots.setPosition(_penlightHotspotId, Common::Point(233, 152), FACING_SOUTHEAST);
}
- if (_scene->_priorSceneId != -2) {
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(121, 147);
_game._player._facing = FACING_NORTH;
}
@@ -1630,7 +1630,7 @@ void Scene508::enter() {
if (_scene->_priorSceneId == 515) {
_game._player._playerPos = Common::Point(57, 116);
_game._player._facing = FACING_NORTHEAST;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(289, 139);
_game._player._facing = FACING_WEST;
}
@@ -1868,7 +1868,7 @@ void Scene511::enter() {
_globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('c', 0));
_globals._spriteIndexes[4] = _scene->_sprites.addSprites("*RXCD_6");
- if (_scene->_priorSceneId != -2)
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_handingLine = false;
if (_globals[kBoatRaised]) {
@@ -1923,7 +1923,7 @@ void Scene511::enter() {
if (_scene->_priorSceneId == 512) {
_game._player._playerPos = Common::Point(60, 112);
_game._player._facing = FACING_SOUTHEAST;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(55, 152);
_game._player._facing = FACING_NORTHWEST;
_game._player._visible = false;
@@ -2242,7 +2242,7 @@ void Scene512::enter() {
} else
_scene->_hotspots.activate(NOUN_PADLOCK_KEY, false);
- if (_scene->_priorSceneId != -2) {
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(144, 152);
_game._player._facing = FACING_NORTHEAST;
}
@@ -2510,7 +2510,7 @@ void Scene513::enter() {
_game._player._facing = FACING_WEST;
_game._player._stepEnabled = false;
_scene->_sequences.addTimer(15, 80);
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(63, 149);
_game._player._facing = FACING_NORTHEAST;
_game._player._visible = false;
@@ -2744,7 +2744,7 @@ void Scene551::enter() {
if (_scene->_priorSceneId == 501)
_game._player._playerPos = Common::Point(18, 130);
- else if (_scene->_priorSceneId != -2) {
+ else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(124, 119);
_game._player._facing = FACING_NORTH;
}
diff --git a/engines/mads/nebular/nebular_scenes6.cpp b/engines/mads/nebular/nebular_scenes6.cpp
index bcf7d73bd0..046782b772 100644
--- a/engines/mads/nebular/nebular_scenes6.cpp
+++ b/engines/mads/nebular/nebular_scenes6.cpp
@@ -112,7 +112,7 @@ void Scene601::enter() {
_globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, -2);
_scene->_sequences.setDepth(_globals._sequenceIndexes[2], 3);
_scene->loadAnimation(formAnimName('R', 1), 70);
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(229, 129);
_game._player._facing = FACING_SOUTHWEST;
}
@@ -293,7 +293,7 @@ void Scene602::enter() {
if (_scene->_priorSceneId == 603) {
_game._player._playerPos = Common::Point(228, 126);
_game._player._facing = FACING_WEST;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(50, 127);
_game._player._facing = FACING_EAST;
}
@@ -585,7 +585,7 @@ void Scene603::enter() {
_scene->_dynamicHotspots.setPosition(_noteHotspotId, Common::Point(242, 118), FACING_NORTHEAST);
}
- if (_scene->_priorSceneId != -2)
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG)
_game._player._playerPos = Common::Point(113, 134);
sceneEntrySound();
@@ -750,7 +750,7 @@ void Scene604::enter() {
_vm->_palette->setEntry(253, 45, 24, 17);
_animationActiveFl = false;
- if (_scene->_priorSceneId != -2) {
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(72, 149);
_game._player._facing = FACING_NORTHEAST;
_game._player._visible = false;
@@ -1106,7 +1106,7 @@ void Scene607::enter() {
if (_scene->_priorSceneId == 608) {
_game._player._playerPos = Common::Point(297, 50);
_game._player._facing = FACING_SOUTHEAST;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(40, 104);
_game._player._facing = FACING_SOUTHEAST;
_game._player._visible = false;
@@ -1778,7 +1778,7 @@ void Scene608::enter() {
_vm->_palette->setEntry(252, 63, 44, 30);
_vm->_palette->setEntry(253, 63, 20, 22);
- if (_scene->_priorSceneId != -2) {
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(46, 132);
_game._player._facing = FACING_EAST;
if (_game._difficulty == DIFFICULTY_HARD) {
@@ -2535,7 +2535,7 @@ void Scene609::enter() {
_game._player._facing = FACING_EAST;
_scene->_sequences.addTimer(60, 60);
_game._player._stepEnabled = false;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(86, 136);
_game._player._facing = FACING_NORTHEAST;
_game._player._visible = false;
@@ -2884,7 +2884,7 @@ void Scene610::enter() {
if (_scene->_roomChanged && _game._difficulty != DIFFICULTY_EASY)
_game._objects.addToInventory(OBJ_PENLIGHT);
- if (_scene->_priorSceneId != -2) {
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(175, 152);
_game._player._facing = FACING_NORTHWEST;
}
@@ -3948,7 +3948,7 @@ void Scene611::enter() {
_alreadyTalkingFl = false;
_startTradingFl = false;
- if (_scene->_priorSceneId != -2) {
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(22, 132);
_game._player._facing = FACING_EAST;
_duringDialogFl = false;
@@ -4560,7 +4560,7 @@ void Scene612::enter() {
_globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, _cycleIndex);
_scene->_sequences.setDepth(_globals._sequenceIndexes[2], 1);
- if (_scene->_priorSceneId != -2) {
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(280, 75);
_game._player._facing = FACING_SOUTHWEST;
_game._player._visible = false;
diff --git a/engines/mads/nebular/nebular_scenes7.cpp b/engines/mads/nebular/nebular_scenes7.cpp
index 96e56b639a..7be66670d5 100644
--- a/engines/mads/nebular/nebular_scenes7.cpp
+++ b/engines/mads/nebular/nebular_scenes7.cpp
@@ -194,7 +194,7 @@ void Scene701::enter() {
_game._player._stepEnabled = false;
_scene->loadAnimation(formAnimName('B', 1), 80);
_vm->_sound->command(28);
- } else if (_scene->_priorSceneId != -2 && _scene->_priorSceneId != 620) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG && _scene->_priorSceneId != 620) {
_game._player._playerPos = Common::Point(22, 131);
_game._player._facing = FACING_EAST;
_game._player._stepEnabled = false;
@@ -463,7 +463,7 @@ void Scene702::enter() {
if (_scene->_priorSceneId == 701) {
_game._player._playerPos = Common::Point(13, 145);
_game._player._facing = FACING_EAST;
- } else if (_scene->_priorSceneId != -2 && _scene->_priorSceneId != 620) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG && _scene->_priorSceneId != 620) {
_game._player._playerPos = Common::Point(289, 138);
_game._player.walk(Common::Point(262, 148), FACING_WEST);
_game._player._facing = FACING_WEST;
@@ -697,7 +697,7 @@ void Scene703::enter() {
_monsterMode = 0;
_scene->loadAnimation(formAnimName('A', -1));
_scene->_activeAnimation->setCurrentFrame(34);
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._stepEnabled = false;
_boatDir = 1;
if (_globals[kMonsterAlive]) {
@@ -1244,7 +1244,7 @@ void Scene704::enter() {
_boatDirection = 2;
_scene->loadAnimation(formAnimName('A', -1));
_scene->_activeAnimation->setCurrentFrame(36);
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._stepEnabled = false;
_boatDirection = 1;
_scene->loadAnimation(formAnimName('A', -1));
@@ -1570,7 +1570,7 @@ void Scene705::enter() {
_globals._sequenceIndexes[3] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[3], false, 9, 1, 0, 0);
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[3], 1, 4);
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 71);
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._stepEnabled = false;
_scene->_sequences.addTimer(1, 80);
_vm->_sound->command(28);
@@ -1857,7 +1857,7 @@ void Scene706::enter() {
if (_scene->_priorSceneId == 707) {
_game._player._playerPos = Common::Point(277, 103);
_game._player._facing = FACING_SOUTHWEST;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(167, 152);
_game._player._facing = FACING_NORTH;
}
@@ -2216,7 +2216,7 @@ void Scene751::enter() {
_globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, -2);
_scene->_sequences.setPosition(_globals._sequenceIndexes[4], Common::Point(155, 129));
_scene->_sequences.addTimer(15, 70);
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(22, 131);
_game._player._facing = FACING_EAST;
_game._player._stepEnabled = false;
@@ -2530,7 +2530,7 @@ void Scene752::enter() {
if (_scene->_priorSceneId == 751) {
_game._player._playerPos = Common::Point(13, 145);
_game._player._facing = FACING_EAST;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(289, 138);
_game._player.walk(Common::Point(262, 148), FACING_WEST);
_game._player._facing = FACING_WEST;
diff --git a/engines/mads/nebular/nebular_scenes8.cpp b/engines/mads/nebular/nebular_scenes8.cpp
index e18dfc634d..8ce559b82b 100644
--- a/engines/mads/nebular/nebular_scenes8.cpp
+++ b/engines/mads/nebular/nebular_scenes8.cpp
@@ -121,7 +121,7 @@ void Scene801::enter() {
_game._player._playerPos = Common::Point(307, 111);
_game._player.walk(Common::Point(270, 118), FACING_WEST);
_game._player._visible = true;
- } else if ((_scene->_priorSceneId != -2) && !_globals[kTeleporterCommand]) {
+ } else if ((_scene->_priorSceneId != RETURNING_FROM_DIALOG) && !_globals[kTeleporterCommand]) {
_game._player._playerPos = Common::Point(8, 117);
_game._player.walk(Common::Point(41, 115), FACING_EAST);
_game._player._visible = true;
@@ -346,7 +346,7 @@ void Scene802::enter() {
_game._player._playerPos = Common::Point(303, 119);
_game._player._facing = FACING_WEST;
- } else if (_scene->_priorSceneId != -2) {
+ } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(15, 129);
_game._player._facing = FACING_EAST;
}
@@ -557,7 +557,7 @@ void Scene803::enter() {
if (!_globals[kFromCockpit]) {
if (!_globals[kReturnFromCut]) {
- if (_scene->_priorSceneId != -2) {
+ if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) {
_game._player._playerPos = Common::Point(15, 130);
_game._player._facing = FACING_EAST;
}