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path: root/engines/mads/nebular/nebular_scenes1.cpp
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Diffstat (limited to 'engines/mads/nebular/nebular_scenes1.cpp')
-rw-r--r--engines/mads/nebular/nebular_scenes1.cpp258
1 files changed, 130 insertions, 128 deletions
diff --git a/engines/mads/nebular/nebular_scenes1.cpp b/engines/mads/nebular/nebular_scenes1.cpp
index c460d7f498..32172da760 100644
--- a/engines/mads/nebular/nebular_scenes1.cpp
+++ b/engines/mads/nebular/nebular_scenes1.cpp
@@ -111,17 +111,17 @@ void Scene101::sayDang() {
switch (_game._trigger) {
case 0:
- _scene->_sequences.remove(_globals._spriteIndexes[26]);
- _globals._spriteIndexes[26] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[11], false, 3, 6, 0, 0);
- _scene->_sequences.setAnimRange(_globals._spriteIndexes[26], 17, 21);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[26], SM_0, 0, 72);
+ _scene->_sequences.remove(_globals._sequenceIndexes[11]);
+ _globals._sequenceIndexes[11] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[11], false, 3, 6, 0, 0);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 21);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SM_0, 0, 72);
_vm->_sound->command(17);
- _globals._spriteIndexes[23] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 3, 2, 0, 0);
+ _globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 3, 2, 0, 0);
break;
case 72:
- _globals._spriteIndexes[26] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 6, 0, 0, 0);
- _scene->_sequences.setAnimRange(_globals._spriteIndexes[26], 17, 17);
+ _globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 6, 0, 0, 0);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 17);
_scene->_kernelMessages.add(Common::Point(143, 61), 0x1110, 0, 0, 60, _game.getQuote(57));
_scene->_sequences.addTimer(120, 73);
break;
@@ -149,16 +149,16 @@ void Scene101::enter() {
_globals._spriteIndexes[13] = _scene->_sprites.addSprites(formAnimName('x', 8));
_globals._spriteIndexes[14] = _scene->_sprites.addSprites(formAnimName('x', 0));
- _globals._spriteIndexes[16] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 5, 0, 0, 25);
- _globals._spriteIndexes[17] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 4, 0, 1, 0);
- _globals._spriteIndexes[18] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 0, 2, 0);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[18], SM_FRAME_INDEX, 7, 70);
- _globals._spriteIndexes[19] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[4], false, 10, 0, 0, 60);
- _globals._spriteIndexes[20] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 5, 0, 1, 0);
- _globals._spriteIndexes[21] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 10, 0, 2, 0);
- _globals._spriteIndexes[22] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[7], false, 6, 0, 0, 0);
- _globals._spriteIndexes[24] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 6, 0, 10, 4);
- _globals._spriteIndexes[25] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[10], false, 6, 0, 32, 47);
+ _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 5, 0, 0, 25);
+ _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 4, 0, 1, 0);
+ _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 0, 2, 0);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SM_FRAME_INDEX, 7, 70);
+ _globals._sequenceIndexes[4] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[4], false, 10, 0, 0, 60);
+ _globals._sequenceIndexes[5] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 5, 0, 1, 0);
+ _globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 10, 0, 2, 0);
+ _globals._sequenceIndexes[7] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[7], false, 6, 0, 0, 0);
+ _globals._sequenceIndexes[9] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 6, 0, 10, 4);
+ _globals._sequenceIndexes[10] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[10], false, 6, 0, 32, 47);
_scene->_hotspots.activate(0x137, false);
_panelOpened = false;
@@ -174,15 +174,15 @@ void Scene101::enter() {
_sittingFl = true;
_game._player._playerPos = Common::Point(161, 123);
_game._player._facing = FACING_NORTHEAST;
- _globals._spriteIndexes[26] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 0, 0, 0);
- _scene->_sequences.setAnimRange(_globals._spriteIndexes[26], 17, 17);
+ _globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 0, 0, 0);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 17);
_scene->_hotspots.activate(0x47, false);
_chairHotspotId = _scene->_dynamicHotspots.add(0x47, 0x13F, -1, Common::Rect(159, 84, 33, 36));
if (_scene->_priorSceneId == 112)
sayDang();
} else {
- _globals._spriteIndexes[27] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[12], false, 6, 0, 0, 0);
- _scene->_sequences.setDepth(_globals._spriteIndexes[27], 4);
+ _globals._sequenceIndexes[12] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[12], false, 6, 0, 0, 0);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[12], 4);
}
_game.loadQuoteSet(0x31, 0x32, 0x39, 0x36, 0x37, 0x38, 0);
@@ -276,10 +276,10 @@ void Scene101::preActions() {
case 0:
_game._player._needToWalk = false;
_game._player._stepEnabled = false;
- _scene->_sequences.remove(_globals._spriteIndexes[26]);
- _globals._spriteIndexes[26] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[11], false, 3, 1, 0, 0);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[26], SM_0, 0, 1);
- _scene->_sequences.setAnimRange(_globals._spriteIndexes[26], 1, 17);
+ _scene->_sequences.remove(_globals._sequenceIndexes[11]);
+ _globals._sequenceIndexes[11] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[11], false, 3, 1, 0, 0);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SM_0, 0, 1);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 1, 17);
_vm->_sound->command(16);
break;
@@ -290,8 +290,8 @@ void Scene101::preActions() {
_game._player._needToWalk = true;
_scene->_hotspots.activate(71, true);
_scene->_dynamicHotspots.remove(_chairHotspotId);
- _globals._spriteIndexes[27] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[12], false, 6, 0, 0, 0);
- _scene->_sequences.setDepth(_globals._spriteIndexes[27], 4);
+ _globals._sequenceIndexes[12] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[12], false, 6, 0, 0, 0);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[12], 4);
break;
}
}
@@ -301,10 +301,10 @@ void Scene101::preActions() {
switch (_game._trigger) {
case 0:
if (_game._player._needToWalk) {
- _scene->_sequences.remove(_globals._spriteIndexes[28]);
+ _scene->_sequences.remove(_globals._sequenceIndexes[13]);
_shieldSpriteIdx = _game._objects.isInRoom(0x18) ? 13 : 14;
- _globals._spriteIndexes[28] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[_shieldSpriteIdx], false, 6, 1, 0, 0);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[28], SM_0, 0, 1);
+ _globals._sequenceIndexes[13] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[_shieldSpriteIdx], false, 6, 1, 0, 0);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SM_0, 0, 1);
_game._player._stepEnabled = false;
_vm->_sound->command(20);
}
@@ -336,11 +336,11 @@ void Scene101::actions() {
if (!_sittingFl) {
switch (_game._trigger) {
case 0:
- _scene->_sequences.remove(_globals._spriteIndexes[27]);
- _globals._spriteIndexes[26] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 1);
- _scene->_sequences.setAnimRange(_globals._spriteIndexes[26], 1, 17);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[26], SM_FRAME_INDEX, 10, 1);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[26], SM_0, 0, 2);
+ _scene->_sequences.remove(_globals._sequenceIndexes[12]);
+ _globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 1);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 1, 17);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SM_FRAME_INDEX, 10, 1);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SM_0, 0, 2);
_game._player._stepEnabled = false;
_game._player._visible = false;
_action._inProgress = false;
@@ -351,8 +351,8 @@ void Scene101::actions() {
break;
case 2:
- _globals._spriteIndexes[26] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 0, 0, 0);
- _scene->_sequences.setAnimRange(_globals._spriteIndexes[26], 17, 17);
+ _globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 0, 0, 0);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 17);
_game._player._stepEnabled = true;
_sittingFl = true;
_scene->_hotspots.activate(71, false);
@@ -375,16 +375,16 @@ void Scene101::actions() {
switch (_game._trigger) {
case 0:
_shieldSpriteIdx = _game._objects.isInRoom(0x18) ? 13 : 14;
- _globals._spriteIndexes[28] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[_shieldSpriteIdx], false, 6, 1, 0, 0);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[28], SM_0, 0, 1);
+ _globals._sequenceIndexes[13] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[_shieldSpriteIdx], false, 6, 1, 0, 0);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SM_0, 0, 1);
_game._player._stepEnabled = false;
_vm->_sound->command(20);
break;
case 1:
- _scene->_sequences.remove(_globals._spriteIndexes[28]);
- _globals._spriteIndexes[28] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[_shieldSpriteIdx], false, 6, 0, 0, 0);
- _scene->_sequences.setAnimRange(_globals._spriteIndexes[28], -2, -2);
+ _scene->_sequences.remove(_globals._sequenceIndexes[13]);
+ _globals._sequenceIndexes[13] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[_shieldSpriteIdx], false, 6, 0, 0, 0);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[13], -2, -2);
_game._player._stepEnabled = true;
_panelOpened = true;
if (_game._objects.isInRoom(0x18))
@@ -397,9 +397,9 @@ void Scene101::actions() {
if ((_action.isAction(VERB_TAKE, 0x137) || _action.isAction(VERB_PULL, 0x137)) && _game._objects.isInRoom(0x18)) {
_game._objects.addToInventory(0x18);
- _scene->_sequences.remove(_globals._spriteIndexes[28]);
- _globals._spriteIndexes[28] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[14], false, 6, 0, 0, 0);
- _scene->_sequences.setAnimRange(_globals._spriteIndexes[28], -2, -2);
+ _scene->_sequences.remove(_globals._sequenceIndexes[13]);
+ _globals._sequenceIndexes[13] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[14], false, 6, 0, 0, 0);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[13], -2, -2);
_scene->_hotspots.activate(0x137, false);
_vm->_dialogs->showPicture(0x18, 0x2788);
_vm->_sound->command(22);
@@ -433,24 +433,24 @@ void Scene101::actions() {
switch (_game._trigger) {
case 0:
_game._player._stepEnabled = false;
- _scene->_sequences.remove(_globals._spriteIndexes[26]);
- _globals._spriteIndexes[26] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 1, 0, 0);
- _scene->_sequences.setAnimRange(_globals._spriteIndexes[26], 17, 21);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[26], SM_0, 0, 1);
+ _scene->_sequences.remove(_globals._sequenceIndexes[11]);
+ _globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 1, 0, 0);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 21);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SM_0, 0, 1);
_vm->_sound->command(17);
break;
case 1:
- _globals._spriteIndexes[26] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[11], false, 3, 1, 0, 0);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[26], SM_0, 0, 2);
- _scene->_sequences.setAnimRange(_globals._spriteIndexes[26], 17, 21);
+ _globals._sequenceIndexes[11] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[11], false, 3, 1, 0, 0);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SM_0, 0, 2);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 21);
break;
case 2:
- _globals._spriteIndexes[26] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 0, 0, 0);
- _scene->_sequences.setAnimRange(_globals._spriteIndexes[26], 17, 17);
- _globals._spriteIndexes[23] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 3, 1, 0, 0);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[23], SM_0, 0, 3);
+ _globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 0, 0, 0);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 17);
+ _globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 3, 1, 0, 0);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[8], SM_0, 0, 3);
break;
case 3:
@@ -635,25 +635,25 @@ void Scene102::enter() {
_globals._spriteIndexes[15+2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 170, 0, 1, 6);
_globals._spriteIndexes[15+3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 11, 0, 2, 3);
_globals._spriteIndexes[15+4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 4, 0, 1, 0);
- _globals._spriteIndexes[20] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 3, 0, 0, 5);
+ _globals._sequenceIndexes[5] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 3, 0, 0, 5);
if (!_game._objects.isInRoom(OBJ_BINOCULARS))
- _globals._spriteIndexes[24] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 24, 0, 0, 24);
+ _globals._sequenceIndexes[9] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 24, 0, 0, 24);
else
_scene->_hotspots.activate(0x27, false);
_scene->_hotspots.activate(0x35, false);
if (_globals[kMedicineCabinetOpen]) {
- _globals._spriteIndexes[23] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 6, 0, 0);
- _scene->_sequences.setAnimRange(_globals._spriteIndexes[23], -2, -2);
+ _globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 6, 0, 0);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[8], -2, -2);
}
if (_scene->_priorSceneId == 101) {
_game._player._playerPos = Common::Point(229, 109);
_game._player._stepEnabled = false;
- _globals._spriteIndexes[21] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[6], false, 6, 1, 2, 0);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[21], SM_0, 0, 70);
+ _globals._sequenceIndexes[6] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[6], false, 6, 1, 2, 0);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SM_0, 0, 70);
} else if (_scene->_priorSceneId == 103) {
_game._player._playerPos = Common::Point(47, 152);
} else if (_scene->_priorSceneId != -2) {
@@ -663,16 +663,16 @@ void Scene102::enter() {
if (_scene->_priorSceneId != 106) {
if (_globals[kWaterInAPuddle]) {
- _globals._spriteIndexes[28] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[13], false, 6, 0, 0, 0);
- _scene->_sequences.setAnimRange(_globals._spriteIndexes[28], -2, -2);
- _scene->_sequences.setDepth(_globals._spriteIndexes[28], 5);
+ _globals._sequenceIndexes[13] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[13], false, 6, 0, 0, 0);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[13], -2, -2);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[13], 5);
}
} else {
_game._player._stepEnabled = false;
_game._player._visible = false;
- _globals._spriteIndexes[28] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[13], false, 6, 1, 0, 0);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[28], SM_0, 0, 72);
- _scene->_sequences.setDepth(_globals._spriteIndexes[28], 5);
+ _globals._sequenceIndexes[13] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[13], false, 6, 1, 0, 0);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SM_0, 0, 72);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[13], 5);
_vm->_sound->command(24);
_vm->_sound->command(28);
}
@@ -695,9 +695,9 @@ void Scene102::step() {
_game._player._stepEnabled = true;
if (_game._trigger == 72) {
- _globals._spriteIndexes[28] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[13], false, 6, 0, 0, 0);
- _scene->_sequences.setAnimRange(_globals._spriteIndexes[28], -2, -2);
- _scene->_sequences.setDepth(_globals._spriteIndexes[28], 5);
+ _globals._sequenceIndexes[13] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[13], false, 6, 0, 0, 0);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[13], -2, -2);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[13], 5);
_scene->_sequences.addTimer(48, 90);
}
@@ -748,10 +748,10 @@ void Scene102::preActions() {
switch (_game._trigger) {
case 0:
if (_game._player._needToWalk) {
- _scene->_sequences.remove(_globals._spriteIndexes[22]);
- _globals._spriteIndexes[22] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[7], false, 6, 1, 0, 0);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[22], SM_0, 0, 1);
- _scene->_sequences.setDepth(_globals._spriteIndexes[22], 15);
+ _scene->_sequences.remove(_globals._sequenceIndexes[7]);
+ _globals._sequenceIndexes[7] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[7], false, 6, 1, 0, 0);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[7], SM_0, 0, 1);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[7], 15);
_game._player._stepEnabled = false;
_vm->_sound->command(20);
}
@@ -759,7 +759,7 @@ void Scene102::preActions() {
case 1:
if (_game._objects.isInRoom(OBJ_BURGER)) {
- _scene->_sequences.remove(_globals._spriteIndexes[25]);
+ _scene->_sequences.remove(_globals._sequenceIndexes[10]);
_scene->_hotspots.activate(0x35, false);
}
_fridgeOpenedFl = false;
@@ -784,12 +784,12 @@ void Scene102::actions() {
if (_action.isAction(0x122) && !_fridgeOpenedFl) {
switch (_game._trigger) {
case 0:
- _globals._spriteIndexes[22] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[7], false, 6, 1, 0, 0);
- _scene->_sequences.setDepth(_globals._spriteIndexes[22], 15);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[22], SM_0, 0, 1);
+ _globals._sequenceIndexes[7] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[7], false, 6, 1, 0, 0);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[7], 15);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[7], SM_0, 0, 1);
if (_game._objects.isInRoom(OBJ_BURGER)) {
- _globals._spriteIndexes[25] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[10], false, 7, 0, 0, 0);
- _scene->_sequences.setDepth(_globals._spriteIndexes[25], 14);
+ _globals._sequenceIndexes[10] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[10], false, 7, 0, 0, 0);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[10], 14);
}
_game._player._stepEnabled = false;
_vm->_sound->command(20);
@@ -797,9 +797,9 @@ void Scene102::actions() {
return;
case 1:
- _globals._spriteIndexes[22] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[7], false, 6, 0, 0, 0);
- _scene->_sequences.setAnimRange(_globals._spriteIndexes[22], -2, -2);
- _scene->_sequences.setDepth(_globals._spriteIndexes[22], 15);
+ _globals._sequenceIndexes[7] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[7], false, 6, 0, 0, 0);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[7], -2, -2);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[7], 15);
int delay;
if (_action.isAction(VERB_WALKTO) && !_fridgeFirstOpenFl)
delay = 0;
@@ -861,8 +861,8 @@ void Scene102::actions() {
if (_action.isAction(0x18B, 0x6E)) {
switch (_game._trigger) {
case 0:
- _globals._spriteIndexes[21] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 6, 1, 0, 0);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[21], SM_0, 0, 1);
+ _globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 6, 1, 0, 0);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SM_0, 0, 1);
_game._player._stepEnabled = false;
_vm->_sound->command(20);
break;
@@ -1065,9 +1065,9 @@ void Scene102::actions() {
if (_action.isAction(VERB_CLOSE, 0xDE) && _globals[kMedicineCabinetOpen]) {
switch (_game._trigger) {
case 0:
- _scene->_sequences.remove(_globals._spriteIndexes[23]);
- _globals._spriteIndexes[23] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[8], false, 6, 1, 0, 0);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[23], SM_0, 0, 1);
+ _scene->_sequences.remove(_globals._sequenceIndexes[8]);
+ _globals._sequenceIndexes[8] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[8], false, 6, 1, 0, 0);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[8], SM_0, 0, 1);
_game._player._stepEnabled = false;
_vm->_sound->command(21);
break;
@@ -1089,15 +1089,15 @@ void Scene102::actions() {
if (_action.isAction(VERB_OPEN, 0xDE) && !_globals[kMedicineCabinetOpen]) {
switch (_game._trigger) {
case 0:
- _globals._spriteIndexes[23] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 6, 1, 0, 0);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[23], SM_0, 0, 1);
+ _globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 6, 1, 0, 0);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[8], SM_0, 0, 1);
_game._player._stepEnabled = false;
_vm->_sound->command(21);
break;
case 1:
- _globals._spriteIndexes[23] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 6, 0, 0, 0);
- _scene->_sequences.setAnimRange(_globals._spriteIndexes[23], -2, -2);
+ _globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 6, 0, 0, 0);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[8], -2, -2);
_scene->_sequences.addTimer(48, 2);
break;
@@ -1119,9 +1119,9 @@ void Scene102::actions() {
if (_action.isAction(VERB_TAKE, 0x27) && _game._objects.isInRoom(OBJ_BINOCULARS)) {
switch (_game._trigger) {
case 0:
- _globals._spriteIndexes[26] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[11], false, 3, 1, 0, 0);
- _scene->_sequences.setMsgLayout(_globals._spriteIndexes[26]);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[26], SM_0, 0, 1);
+ _globals._sequenceIndexes[11] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[11], false, 3, 1, 0, 0);
+ _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[11]);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[11], SM_0, 0, 1);
_game._player._visible = false;
_game._player._stepEnabled = false;
break;
@@ -1143,7 +1143,7 @@ void Scene102::actions() {
if (_action.isAction(VERB_TAKE, 0x35) && _game._objects.isInRoom(OBJ_BURGER)) {
if (_game._trigger == 0) {
_vm->_dialogs->showPicture(OBJ_BURGER, 0x27FB);
- _scene->_sequences.remove(_globals._spriteIndexes[25]);
+ _scene->_sequences.remove(_globals._sequenceIndexes[10]);
_game._objects.addToInventory(OBJ_BURGER);
_scene->_hotspots.activate(0x35, false);
_vm->_sound->command(22);
@@ -1215,32 +1215,32 @@ void Scene103::enter() {
_globals._spriteIndexes[12] = _scene->_sprites.addSprites("*RXMBD_2");
_globals._spriteIndexes[13] = _scene->_sprites.addSprites("*RXMRD_3");
_globals._spriteIndexes[15] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 7, 0, 1, 0);
- _globals._spriteIndexes[16] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 6, 0, 2, 0);
- _scene->_sequences.setDepth(_globals._spriteIndexes[16], 0);
+ _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 6, 0, 2, 0);
+ _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 0);
- _globals._spriteIndexes[17] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 6, 0, 0, 25);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[17], SM_FRAME_INDEX, 2, 72);
- _globals._spriteIndexes[18] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 0, 1, 37);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[18], SM_FRAME_INDEX, 2, 73);
+ _globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 6, 0, 0, 25);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[2], SM_FRAME_INDEX, 2, 72);
+ _globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 0, 1, 37);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SM_FRAME_INDEX, 2, 73);
- _globals._spriteIndexes[23] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 8);
- _globals._spriteIndexes[22] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[7], false, 6);
- _globals._spriteIndexes[19] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 6);
- _globals._spriteIndexes[20] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 6);
+ _globals._sequenceIndexes[8] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 8);
+ _globals._sequenceIndexes[7] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[7], false, 6);
+ _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 6);
+ _globals._sequenceIndexes[5] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 6);
if (_game._objects.isInRoom(OBJ_TIMER_MODULE))
- _globals._spriteIndexes[26] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 6);
+ _globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 6);
else
_vm->_game->_scene._hotspots.activate(371, false);
if (_game._objects.isInRoom(OBJ_REBREATHER))
- _globals._spriteIndexes[25] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[10], false, 6);
+ _globals._sequenceIndexes[10] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[10], false, 6);
else
_vm->_game->_scene._hotspots.activate(289, false);
if (_globals[kTurkeyExploded]) {
- _globals._spriteIndexes[24] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 6);
- _scene->_sequences.setAnimRange(_globals._spriteIndexes[24], -2, -2);
+ _globals._sequenceIndexes[9] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 6);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[9], -2, -2);
_scene->_hotspots.activate(362, false);
}
@@ -1250,8 +1250,8 @@ void Scene103::enter() {
if (_scene->_priorSceneId == 102) {
_game._player._stepEnabled = false;
- _globals._spriteIndexes[21] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[6], false, 6, 1, 0, 0);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[21], SM_0, 0, 70);
+ _globals._sequenceIndexes[6] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[6], false, 6, 1, 0, 0);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SM_0, 0, 70);
}
sceneEntrySound();
@@ -1319,8 +1319,8 @@ void Scene103::actions() {
} else if (_action.isAction(395, 110)) {
switch (_vm->_game->_trigger) {
case 0:
- _globals._spriteIndexes[21] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 6, 1);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[21], SM_0, 0, 1);
+ _globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 6, 1);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SM_0, 0, 1);
_game._player._stepEnabled = false;
_vm->_sound->command(20);
break;
@@ -1338,18 +1338,18 @@ void Scene103::actions() {
switch (_vm->_game->_trigger) {
case 0:
_scene->changeVariant(1);
- _globals._spriteIndexes[28] = _scene->_sequences.startReverseCycle(
+ _globals._sequenceIndexes[13] = _scene->_sequences.startReverseCycle(
_globals._spriteIndexes[13], false, 3, 2);
- _scene->_sequences.setMsgLayout(_globals._spriteIndexes[28]);
+ _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[13]);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[28], SM_FRAME_INDEX, 7, 1);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[28], SM_0, 0, 2);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SM_FRAME_INDEX, 7, 1);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SM_0, 0, 2);
_vm->_game->_player._visible = false;
_vm->_game->_player._stepEnabled = false;
break;
case 1:
- _scene->_sequences.remove(_globals._spriteIndexes[26]);
+ _scene->_sequences.remove(_globals._sequenceIndexes[11]);
break;
case 2:
@@ -1370,18 +1370,18 @@ void Scene103::actions() {
switch (_vm->_game->_trigger) {
case 0:
_scene->changeVariant(1);
- _globals._spriteIndexes[27] = _scene->_sequences.startReverseCycle(
+ _globals._sequenceIndexes[12] = _scene->_sequences.startReverseCycle(
_globals._spriteIndexes[12], false, 3, 2);
- _scene->_sequences.setMsgLayout(_globals._spriteIndexes[27]);
+ _scene->_sequences.setMsgLayout(_globals._sequenceIndexes[12]);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[27], SM_FRAME_INDEX, 6, 1);
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[27], SM_0, 0, 2);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[12], SM_FRAME_INDEX, 6, 1);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[12], SM_0, 0, 2);
_vm->_game->_player._visible = false;
_vm->_game->_player._stepEnabled = false;
break;
case 1:
- _scene->_sequences.remove(_globals._spriteIndexes[25]);
+ _scene->_sequences.remove(_globals._sequenceIndexes[10]);
break;
case 2:
@@ -1404,10 +1404,10 @@ void Scene103::actions() {
_vm->_sound->command(31);
if (_vm->_game->_trigger < 2) {
- _globals._spriteIndexes[24] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 6, _vm->_game->_trigger < 1 ? 1 : 0);
+ _globals._sequenceIndexes[9] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 6, _vm->_game->_trigger < 1 ? 1 : 0);
if (_vm->_game->_trigger) {
// Lock the turkey into a permanent "exploded" frame
- _scene->_sequences.setAnimRange(_globals._spriteIndexes[24], -1, -1);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[9], -1, -1);
// Rex says "Gads.."
Common::String msg = _game.getQuote(51);
@@ -1415,7 +1415,7 @@ void Scene103::actions() {
_scene->_sequences.addTimer(120, _vm->_game->_trigger + 1);
} else {
// Initial turky explosion
- _scene->_sequences.addSubEntry(_globals._spriteIndexes[24], SM_0, 0, 1);
+ _scene->_sequences.addSubEntry(_globals._sequenceIndexes[9], SM_0, 0, 1);
}
}
@@ -1708,5 +1708,7 @@ void Scene104::actions() {
_action._inProgress = false;
}
+/*------------------------------------------------------------------------*/
+
} // End of namespace Nebular
} // End of namespace MADS