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authorPaul Gilbert2015-03-08 11:18:10 -0400
committerPaul Gilbert2015-03-08 11:18:10 -0400
commit10361d077a5637f4e64620011b67190bfdeaaf9b (patch)
treee11ffc42d2be2a4fc92fa77595a8c7ac012c5017 /engines
parent14a8bb52a0fd92ed1033473d5941a36d5be32d18 (diff)
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MADS: Fix game startup settings for pit & batteries based on difficulty
Diffstat (limited to 'engines')
-rw-r--r--engines/mads/nebular/game_nebular.cpp6
-rw-r--r--engines/mads/nebular/nebular_scenes2.cpp4
2 files changed, 6 insertions, 4 deletions
diff --git a/engines/mads/nebular/game_nebular.cpp b/engines/mads/nebular/game_nebular.cpp
index 53cdc4df13..6de7ad9932 100644
--- a/engines/mads/nebular/game_nebular.cpp
+++ b/engines/mads/nebular/game_nebular.cpp
@@ -280,7 +280,9 @@ void GameNebular::initializeGlobals() {
_objects.setRoom(OBJ_PLANT_STALK, NOWHERE);
_objects.setRoom(OBJ_PENLIGHT, NOWHERE);
- _globals[kLeavesStatus] = LEAVES_ON_TRAP;
+ _globals[kLeavesStatus] = LEAVES_ON_GROUND;
+ _globals[kDurafailRecharged] = 0;
+ _globals[kPenlightCellStatus] = FIRST_TIME_UNCHARGED_DURAFAIL;
break;
case DIFFICULTY_MEDIUM:
@@ -295,7 +297,7 @@ void GameNebular::initializeGlobals() {
_objects.setRoom(OBJ_BLOWGUN, NOWHERE);
_objects.setRoom(OBJ_NOTE, NOWHERE);
- _globals[kLeavesStatus] = LEAVES_ON_GROUND;
+ _globals[kLeavesStatus] = LEAVES_ON_TRAP;
_globals[kPenlightCellStatus] = FIRST_TIME_UNCHARGED_DURAFAIL;
_globals[kDurafailRecharged] = 0;
break;
diff --git a/engines/mads/nebular/nebular_scenes2.cpp b/engines/mads/nebular/nebular_scenes2.cpp
index bd8e8aae82..499073e28a 100644
--- a/engines/mads/nebular/nebular_scenes2.cpp
+++ b/engines/mads/nebular/nebular_scenes2.cpp
@@ -1686,14 +1686,14 @@ void Scene208::updateTrap() {
}
switch (_globals[kLeavesStatus]) {
- case 0: {
+ case LEAVES_ON_GROUND: {
_globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 1);
_scene->_sequences.setDepth(_globals._sequenceIndexes[2], 15);
int idx = _scene->_dynamicHotspots.add(NOUN_PILE_OF_LEAVES, VERB_WALKTO, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(60, 152), FACING_NORTH);
}
break;
- case 2: {
+ case LEAVES_ON_TRAP: {
_scene->_sequences.setDepth(_globals._sequenceIndexes[3], 15);
_globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, 1);
_scene->_hotspots.activate(NOUN_DEEP_PIT, false);