diff options
Diffstat (limited to 'engines/mads/nebular/nebular_scenes1.cpp')
-rw-r--r-- | engines/mads/nebular/nebular_scenes1.cpp | 258 |
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 |