diff options
author | Strangerke | 2014-05-13 17:33:38 +0200 |
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committer | Strangerke | 2014-05-13 17:34:09 +0200 |
commit | c19cfb5b641e7a4ac92d766a832bb0f98f6db705 (patch) | |
tree | d38086da67d6191995e7259a48255ebd12934301 /engines | |
parent | 59da02fa9a1922d6c7b47ba128c86a37ada66e48 (diff) | |
download | scummvm-rg350-c19cfb5b641e7a4ac92d766a832bb0f98f6db705.tar.gz scummvm-rg350-c19cfb5b641e7a4ac92d766a832bb0f98f6db705.tar.bz2 scummvm-rg350-c19cfb5b641e7a4ac92d766a832bb0f98f6db705.zip |
MADS: Implement scene 610
Diffstat (limited to 'engines')
-rw-r--r-- | engines/mads/nebular/nebular_scenes.cpp | 2 | ||||
-rw-r--r-- | engines/mads/nebular/nebular_scenes6.cpp | 269 | ||||
-rw-r--r-- | engines/mads/nebular/nebular_scenes6.h | 21 |
3 files changed, 248 insertions, 44 deletions
diff --git a/engines/mads/nebular/nebular_scenes.cpp b/engines/mads/nebular/nebular_scenes.cpp index debc1df78d..da9a9174c6 100644 --- a/engines/mads/nebular/nebular_scenes.cpp +++ b/engines/mads/nebular/nebular_scenes.cpp @@ -241,7 +241,7 @@ SceneLogic *SceneFactory::createScene(MADSEngine *vm) { case 609: // outside Buckluster video store return new Scene609(vm); case 610: // inside Buckluster video store - return new DummyScene(vm); // TODO + return new Scene610(vm); case 611: // back alley return new DummyScene(vm); // TODO case 612: // expressway / maintenance building diff --git a/engines/mads/nebular/nebular_scenes6.cpp b/engines/mads/nebular/nebular_scenes6.cpp index f934c42750..8ebbd0b52a 100644 --- a/engines/mads/nebular/nebular_scenes6.cpp +++ b/engines/mads/nebular/nebular_scenes6.cpp @@ -2181,7 +2181,7 @@ void Scene608::actions() { } else _vm->_dialogs->show(60840); break; - + case 1: _scene->_sequences.updateTimeout(-1, _globals._sequenceIndexes[3]); _game._player._visible = true; @@ -2196,7 +2196,7 @@ void Scene608::actions() { _carMoveMode = 1; _scene->_sequences.addTimer(1, 2); break; - + case 2: { if (_carMoveMode != 0) _scene->_sequences.addTimer(1, 2); @@ -2213,7 +2213,7 @@ void Scene608::actions() { _game._player._stepEnabled = true; } break; - + default: break; } @@ -2265,13 +2265,13 @@ void Scene608::actions() { _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_SPRITE, 4, 1); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 2); break; - + case 1: _vm->_sound->command(9); _scene->_sequences.remove(_globals._sequenceIndexes[1]); _scene->_dynamicHotspots.remove(_polycementHotspotId); break; - + case 2: _game._objects.addToInventory(OBJ_POLYCEMENT); _scene->_sequences.updateTimeout(-1, _globals._sequenceIndexes[2]); @@ -2279,7 +2279,7 @@ void Scene608::actions() { _game._player._stepEnabled = true; _vm->_dialogs->showItem(OBJ_POLYCEMENT, 60833); break; - + default: break; } @@ -2294,20 +2294,20 @@ void Scene608::actions() { _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_SPRITE, 2, 1); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 2); break; - + case 1: _vm->_sound->command(9); _scene->_sequences.remove(_globals._sequenceIndexes[12]); _game._objects.addToInventory(OBJ_REARVIEW_MIRROR); _vm->_dialogs->showItem(OBJ_REARVIEW_MIRROR, 60827); break; - + case 2: _scene->_sequences.updateTimeout(-1, _globals._sequenceIndexes[2]); _game._player._visible = true; _game._player._stepEnabled = true; break; - + default: break; } @@ -2390,9 +2390,9 @@ void Scene609::enter() { _globals._spriteIndexes[4] = _scene->_sprites.addSprites("*RXCD_9"); _globals._spriteIndexes[5] = _scene->_sprites.addSprites("*RXMRC_9"); - _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, -2); + _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, -2); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 5); - _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, -1); + _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, -1); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 9); if (!_game._visitedScenes._sceneRevisited) @@ -2400,7 +2400,7 @@ void Scene609::enter() { if (_scene->_priorSceneId == 611) { _game._player._playerPos = Common::Point(264, 69); - _game._player._facing = FACING_SOUTHWEST; + _game._player._facing = FACING_SOUTHWEST; } else if (_scene->_priorSceneId == 610) { _game._player._playerPos = Common::Point(23, 90); _game._player._facing = FACING_EAST; @@ -2409,13 +2409,13 @@ void Scene609::enter() { } else if (_scene->_priorSceneId != -2) { _game._player._playerPos = Common::Point(86, 136); _game._player._facing = FACING_NORTHEAST; - _game._player._visible = false; + _game._player._visible = false; _game._player._stepEnabled = false; _scene->_sequences.remove(_globals._sequenceIndexes[1]); _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, -1); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 5); _scene->loadAnimation(formAnimName('R', 1), 70); - } + } if (_scene->_roomChanged) { _game._objects.addToInventory(OBJ_DOOR_KEY); @@ -2435,7 +2435,7 @@ void Scene609::step() { _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 7, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 9); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 61); - break; + break; case 61: _scene->_hotspots.activate(0x425, false); @@ -2449,7 +2449,7 @@ void Scene609::step() { _scene->_hotspots.activate(0x425, true); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 9); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 63); - break; + break; case 63: if (!_globals[kHasTalkedToHermit] && (_game._difficulty != DIFFICULTY_HARD)) { @@ -2458,7 +2458,7 @@ void Scene609::step() { _scene->_sequences.setMsgPosition(_globals._sequenceIndexes[3], Common::Point(287, 73)); _scene->_sequences.setScale(_globals._sequenceIndexes[3], 47); } - _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, -1); + _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, -1); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 9); _game._player._stepEnabled = true; break; @@ -2469,7 +2469,7 @@ void Scene609::step() { switch (_game._trigger) { case 70: - _game._player._visible = true; + _game._player._visible = true; _game._player._priorTimer = _scene->_activeAnimation->getNextFrameTimer() - _game._player._ticksAmount; _scene->_sequences.addTimer(6, 71); break; @@ -2485,13 +2485,13 @@ void Scene609::step() { _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 6, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 5); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 72); - break; + break; case 72: - _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, -2); + _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, -2); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 5); _game._player._stepEnabled = true; - break; + break; default: break; @@ -2518,23 +2518,23 @@ void Scene609::enterStore() { break; case 2: - _game._player._visible = false; + _game._player._visible = false; _globals._sequenceIndexes[5] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[5], true, 11, 2, 0, 0); - _scene->_sequences.setAnimRange(_globals._sequenceIndexes[5], 1, 2); + _scene->_sequences.setAnimRange(_globals._sequenceIndexes[5], 1, 2); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[5]); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[5], SEQUENCE_TRIGGER_EXPIRE, 0, 3); break; case 3: - _scene->_sequences.updateTimeout(-1, _globals._sequenceIndexes[5]); - _game._player._visible = true; - _game._objects.setRoom(OBJ_DOOR_KEY, 1); + _scene->_sequences.updateTimeout(-1, _globals._sequenceIndexes[5]); + _game._player._visible = true; + _game._objects.setRoom(OBJ_DOOR_KEY, 1); _scene->_sequences.addTimer(15, 4); - break; + break; case 4: - _game._player._visible = false; - _globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], true, 1); + _game._player._visible = false; + _globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], true, 1); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[5]); _scene->_sequences.addTimer(15, 5); break; @@ -2542,7 +2542,7 @@ void Scene609::enterStore() { case 5: _scene->_sequences.remove(_globals._sequenceIndexes[5]); _game._player._priorTimer = _scene->_frameStartTime - _game._player._ticksAmount; - _game._player._visible = true; + _game._player._visible = true; _scene->_sequences.remove(_globals._sequenceIndexes[2]); _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 7, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 9); @@ -2555,12 +2555,12 @@ void Scene609::enterStore() { _scene->_kernelMessages.reset(); _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 180, _game.getQuote(0x307)); } - _game._player.walk(Common::Point(23, 90), FACING_WEST); + _game._player.walk(Common::Point(23, 90), FACING_WEST); _scene->_sequences.addTimer(180, 7); break; case 7: - _scene->_sequences.remove(_globals._sequenceIndexes[2]); + _scene->_sequences.remove(_globals._sequenceIndexes[2]); _globals._sequenceIndexes[2] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[2], false, 7, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 9); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 8); @@ -2568,10 +2568,10 @@ void Scene609::enterStore() { case 8: _scene->_hotspots.activate(0x425, true); - _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, -1); + _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, -1); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 9); _globals[kBeenInVideoStore] = true; - _game._player._stepEnabled = true; + _game._player._stepEnabled = true; _scene->_nextSceneId = 610; break; @@ -2586,7 +2586,7 @@ void Scene609::preActions() { } void Scene609::actions() { - if (_action.isAction(0x18C, 0x423)) + if (_action.isAction(0x18C, 0x423)) _scene->_nextSceneId = 611; else if (_action.isAction(0x18B, 0x425)) { if (!_globals[kBeenInVideoStore]) { @@ -2599,16 +2599,16 @@ void Scene609::actions() { break; case 1: - _game._player._visible = false; - _globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], true, 1); + _game._player._visible = false; + _globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], true, 1); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[5]); _scene->_sequences.addTimer(30, 2); break; case 2: _scene->_sequences.remove(_globals._sequenceIndexes[5]); - _game._player._priorTimer = _scene->_frameStartTime - _game._player._ticksAmount; - _game._player._visible = true; + _game._player._priorTimer = _scene->_frameStartTime - _game._player._ticksAmount; + _game._player._visible = true; _scene->_sequences.addTimer(60, 3); break; @@ -2636,8 +2636,8 @@ void Scene609::actions() { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; - _scene->_sequences.remove(_globals._sequenceIndexes[1]); - _globals._sequenceIndexes[1] = _scene->_sequences.startReverseCycle (_globals._spriteIndexes[1], false, 6, 1, 0, 0); + _scene->_sequences.remove(_globals._sequenceIndexes[1]); + _globals._sequenceIndexes[1] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[1], false, 6, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 5); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[1], SEQUENCE_TRIGGER_EXPIRE, 0, 1); break; @@ -2652,7 +2652,7 @@ void Scene609::actions() { break; case 2: - _game._player._visible = false; + _game._player._visible = false; _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 10, 1, 0, 0); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[4]); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[4], SEQUENCE_TRIGGER_EXPIRE, 0, 3); @@ -2662,7 +2662,7 @@ void Scene609::actions() { int syncIdx = _globals._sequenceIndexes[4]; _globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, -2); _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[4]); - _scene->_sequences.updateTimeout(_globals._sequenceIndexes[4], syncIdx); + _scene->_sequences.updateTimeout(_globals._sequenceIndexes[4], syncIdx); _scene->_nextSceneId = 504; } break; @@ -2701,6 +2701,189 @@ void Scene609::actions() { /*------------------------------------------------------------------------*/ +void Scene610::setup() { + setPlayerSpritesPrefix(); + setAAName(); + _scene->addActiveVocab(0x108); + _scene->addActiveVocab(0xD); +} + +void Scene610::enter() { + _globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('p', -1)); + _globals._spriteIndexes[2] = _scene->_sprites.addSprites("*RXMRC_9"); + _globals._spriteIndexes[3] = _scene->_sprites.addSprites(formAnimName('x', 0)); + _globals._spriteIndexes[4] = _scene->_sprites.addSprites(formAnimName('x', 1)); + + _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 60, 0, 0, 0); + _scene->_sequences.setDepth (_globals._sequenceIndexes[4], 13); + _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 30, 0, 0, 0); + _scene->_sequences.setDepth (_globals._sequenceIndexes[3], 9); + + if (!_game._visitedScenes._sceneRevisited) + _cellCharging = false; + + if (_game._objects[OBJ_PHONE_HANDSET]._roomNumber == _scene->_currentSceneId) { + _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 9, 0, 0, 0); + _handsetHotspotId = _scene->_dynamicHotspots.add(0x108, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0)); + _scene->_dynamicHotspots.setPosition(_handsetHotspotId, Common::Point(132, 121), FACING_NORTHWEST); + if ((_globals[kHandsetCellStatus] == 2) && (_game._difficulty == DIFFICULTY_HARD) && !_globals[kDurafailRecharged]) + _globals[kHandsetCellStatus] = 1; + } + + if (_scene->_roomChanged && _game._difficulty != DIFFICULTY_EASY) + _game._objects.addToInventory(OBJ_PENLIGHT); + + if (_scene->_priorSceneId != -2) { + _game._player._playerPos = Common::Point(175, 152); + _game._player._facing = FACING_NORTHWEST; + } + + sceneEntrySound(); +} + +void Scene610::step() { + if (_cellCharging) { + long diff = _scene->_frameStartTime - _lastFrameTimer; + if ((diff >= 0) && (diff <= 60)) + _cellChargingTimer += diff; + else + _cellChargingTimer++; + + _lastFrameTimer = _scene->_frameStartTime; + } + + // CHECKME: _checkVal is always false, could be removed + if ((_cellChargingTimer >= 60) && !_checkVal) { + _checkVal = true; + _globals[kHandsetCellStatus] = 1; + _cellCharging = false; + _checkVal = false; + _cellChargingTimer = 0; + } +} + +void Scene610::actions() { + if (_action.isAction(0x1CE, 0x427)) + _scene->_nextSceneId = 609; + else if (_action.isAction(VERB_TAKE, 0x108)) { + if ( _game._trigger || !_game._objects.isInInventory(OBJ_PHONE_HANDSET)) { + switch (_game._trigger) { + case 0: + _game._player._stepEnabled = false; + _game._player._visible = false; + _globals._sequenceIndexes[2] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[2], true, 8, 1, 0, 0); + _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], 1, 2); + _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[2]); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_SPRITE, 2, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 2); + break; + + case 1: + _vm->_sound->command(9); + _scene->_sequences.remove(_globals._sequenceIndexes[1]); + _scene->_dynamicHotspots.remove(_handsetHotspotId); + _game._objects.addToInventory(OBJ_PHONE_HANDSET); + _vm->_dialogs->showItem(OBJ_PHONE_HANDSET, 61017); + break; + + case 2: + _scene->_sequences.updateTimeout(-1, _globals._sequenceIndexes[2]); + _game._player._visible = true; + _game._player._stepEnabled = true; + break; + + default: + break; + } + } + } else if (_action.isAction(VERB_PUT, 0x108, 0x42F)) { + switch (_game._trigger) { + case 0: + _game._player._stepEnabled = false; + _game._player._visible = false; + _globals._sequenceIndexes[2] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[2], true, 8, 1, 0, 0); + _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], 1, 2); + _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[2]); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_SPRITE, 2, 1); + _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SEQUENCE_TRIGGER_EXPIRE, 0, 2); + break; + + case 1: + _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 9, 0, 0, 0); + _handsetHotspotId = _scene->_dynamicHotspots.add(0x108, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0)); + _scene->_dynamicHotspots.setPosition(_handsetHotspotId, Common::Point(132, 121), FACING_NORTHWEST); + _game._objects.setRoom(OBJ_PHONE_HANDSET, _scene->_currentSceneId); + break; + + case 2: + _scene->_sequences.updateTimeout(-1, _globals._sequenceIndexes[2]); + _game._player._visible = true; + _game._player._stepEnabled = true; + if ((_globals[kHandsetCellStatus] == 2) && (_game._difficulty == DIFFICULTY_HARD) && !_globals[kDurafailRecharged]) + _cellCharging = true; + + _vm->_dialogs->show(61032); + break; + + default: + break; + } + } else if (_action.isAction(VERB_LOOK, 0x442)) + _vm->_dialogs->show(61010); + else if (_action.isAction(VERB_LOOK, 0x44B)) + _vm->_dialogs->show(61011); + else if (_action.isAction(VERB_LOOK, 0x441)) + _vm->_dialogs->show(61012); + else if (_action.isAction(VERB_LOOK, 0x43C)) + _vm->_dialogs->show(61013); + else if (_action.isAction(VERB_LOOK, 0x427)) + _vm->_dialogs->show(61014); + else if (_action._lookFlag) + _vm->_dialogs->show(61015); + else if (_action.isAction(VERB_LOOK, 0x4A1)) + _vm->_dialogs->show(61018); + else if (_action.isAction(VERB_LOOK, 0x498)) { + if (_game._visitedScenes.exists(601)) + _vm->_dialogs->show(61020); + else + _vm->_dialogs->show(61019); + } else if (_action.isAction(VERB_LOOK, 0x29F)) + _vm->_dialogs->show(61021); + else if (_action.isAction(VERB_LOOK, 0x429)) + _vm->_dialogs->show(61022); + else if (_action.isAction(VERB_LOOK, 0x42D)) + _vm->_dialogs->show(61023); + else if (_action.isAction(VERB_TAKE, 0x42D)) + _vm->_dialogs->show(61024); + else if (_action.isAction(VERB_LOOK, 0x431)) + _vm->_dialogs->show(61025); + else if (_action.isAction(VERB_LOOK, 0x108) && (_action._mainObjectSource == 4)) + _vm->_dialogs->show(61026); + else if (_action.isAction(VERB_LOOK, 0x42F)) + _vm->_dialogs->show(61027); + else if (_action.isAction(VERB_LOOK, 0x42A)) + _vm->_dialogs->show(61028); + else if (_action.isAction(VERB_PUT, 0x42A) + && _game._objects.isInInventory(_game._objects.getIdFromDesc(_action._activeAction._objectNameId))) + _vm->_dialogs->show(61029); + else if ( _action.isAction(0x44F) || _action.isAction(0x444) || _action.isAction(0x430) + || _action.isAction(0x44C) || _action.isAction(0x44D) || _action.isAction(0x446) + || _action.isAction(0x497) || _action.isAction(0x449) || _action.isAction(0x44E) + || _action.isAction(0x450) || _action.isAction(0x42C)) { + if (_action.isAction(VERB_LOOK)) + _vm->_dialogs->show(61030); + else if (_action.isAction(VERB_TAKE)) + _vm->_dialogs->show(61031); + else + return; + } else + return; + + _action._inProgress = false; +} + +/*------------------------------------------------------------------------*/ + void Scene620::setup() { _game._player._spritesPrefix = ""; setAAName(); diff --git a/engines/mads/nebular/nebular_scenes6.h b/engines/mads/nebular/nebular_scenes6.h index a5fa754a85..10bf2e8c86 100644 --- a/engines/mads/nebular/nebular_scenes6.h +++ b/engines/mads/nebular/nebular_scenes6.h @@ -226,6 +226,27 @@ public: virtual void postActions() {}; }; +class Scene610: public Scene6xx{ +private: + int _handsetHotspotId; + int _checkVal; + + bool _cellCharging; + + long _cellChargingTimer; + uint32 _lastFrameTimer; + +public: + Scene610(MADSEngine *vm) : Scene6xx(vm) {} + + virtual void setup(); + virtual void enter(); + virtual void step(); + virtual void preActions() {}; + virtual void actions(); + virtual void postActions() {}; +}; + class Scene620: public Scene6xx{ public: Scene620(MADSEngine *vm) : Scene6xx(vm) {} |