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path: root/engines/mads/nebular/nebular_scenes2.cpp
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Diffstat (limited to 'engines/mads/nebular/nebular_scenes2.cpp')
-rw-r--r--engines/mads/nebular/nebular_scenes2.cpp70
1 files changed, 35 insertions, 35 deletions
diff --git a/engines/mads/nebular/nebular_scenes2.cpp b/engines/mads/nebular/nebular_scenes2.cpp
index c4fee2be68..4cec40cd9c 100644
--- a/engines/mads/nebular/nebular_scenes2.cpp
+++ b/engines/mads/nebular/nebular_scenes2.cpp
@@ -144,7 +144,7 @@ void Scene201::enter() {
_scene->_sequences.setMsgPosition(_globals._spriteIndexes[19], Common::Point(185, 46));
int idx = _scene->_dynamicHotspots.add(1159, 209, _globals._spriteIndexes[19], Common::Rect(0, 0, 0, 0));
- _scene->_dynamicHotspots.setPosition(idx, 186, 81, 8);
+ _scene->_dynamicHotspots.setPosition(idx, 186, 81, FACING_NORTH);
_globals._v0 = 0;
@@ -152,7 +152,7 @@ void Scene201::enter() {
_game._player._playerPos = Common::Point(165, 152);
} else {
_game._player._playerPos = Common::Point(223, 149);
- _game._player._direction = 2;
+ _game._player._direction = FACING_SOUTH;
}
if (_globals[39] != 0) {
@@ -197,7 +197,7 @@ void Scene201::enter() {
_scene->_sequences.addSubEntry(_globals._spriteIndexes[21], SM_FRAME_INDEX, 12, 70);
_scene->_sequences.setDepth(_globals._spriteIndexes[21], 1);
_globals._frameTime = 0;
- _game._player.startWalking(Common::Point(157, 143), 8);
+ _game._player.startWalking(Common::Point(157, 143), FACING_NORTH);
_vm->_palette->setEntry(252, 45, 63, 45);
_vm->_palette->setEntry(253, 20, 45, 20);
_scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 2, 0, 120, _game.getQuote(90));
@@ -214,7 +214,7 @@ void Scene201::step() {
if ((_globals._frameTime) && (_vm->getRandomNumber(5000) == 9)) {
_globals._spriteIndexes[20] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 5, 1, 6, 0);
int idx = _scene->_dynamicHotspots.add(351, 13, _globals._spriteIndexes[20], Common::Rect(0, 0, 0, 0));
- _scene->_dynamicHotspots.setPosition(idx, 270, 80, 6);
+ _scene->_dynamicHotspots.setPosition(idx, 270, 80, FACING_EAST);
_scene->_sequences.setDepth(_globals._spriteIndexes[20], 8);
_vm->_sound->command(14);
_globals._frameTime = 0;
@@ -368,14 +368,14 @@ void Scene202::enter() {
_scene->_sequences.setMsgPosition(_globals._spriteIndexes[17], Common::Point(149, 113));
_scene->_sequences.setDepth(_globals._spriteIndexes[17], 10);
int idx = _scene->_dynamicHotspots.add(320, 13, _globals._spriteIndexes[17], Common::Rect(0, 0, 0, 0));
- _scene->_dynamicHotspots.setPosition(idx, 153, 97, 2);
+ _scene->_dynamicHotspots.setPosition(idx, 153, 97, FACING_SOUTH);
if (_globals[32] & 1) {
_globals._spriteIndexes[16] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 6, 0, 0, 0);
_scene->_sequences.setMsgPosition(_globals._spriteIndexes[16], Common::Point(130, 108));
_scene->_sequences.setDepth(_globals._spriteIndexes[16], 10);
idx = _scene->_dynamicHotspots.add(44, 13, _globals._spriteIndexes[16], Common::Rect(0, 0, 0, 0));
- _scene->_dynamicHotspots.setPosition(idx, 132, 97, 2);
+ _scene->_dynamicHotspots.setPosition(idx, 132, 97, FACING_SOUTH);
}
if (_globals[32] & 2) {
@@ -383,7 +383,7 @@ void Scene202::enter() {
_scene->_sequences.setMsgPosition(_globals._spriteIndexes[21], Common::Point(166, 110));
_scene->_sequences.setDepth(_globals._spriteIndexes[21], 10);
idx = _scene->_dynamicHotspots.add(44, 13, _globals._spriteIndexes[21], Common::Rect(0, 0, 0, 0));
- _scene->_dynamicHotspots.setPosition(idx, 165, 99, 2);
+ _scene->_dynamicHotspots.setPosition(idx, 165, 99, FACING_SOUTH);
}
if (_globals[32])
@@ -391,10 +391,10 @@ void Scene202::enter() {
if (_scene->_priorSceneId == 201) {
_game._player._playerPos = Common::Point(190, 91);
- _game._player._direction = 2;
+ _game._player._direction = FACING_SOUTH;
} else if (_scene->_priorSceneId != -2) {
_game._player._playerPos = Common::Point(178, 152);
- _game._player._direction = 8;
+ _game._player._direction = FACING_NORTH;
}
if (_globals[31]) {
@@ -402,7 +402,7 @@ void Scene202::enter() {
_scene->_sequences.setDepth(_globals._spriteIndexes[20], 6);
_scene->_hotspots.activate(199, false);
idx = _scene->_dynamicHotspots.add(457, 13, _globals._spriteIndexes[20], Common::Rect(0, 0, 0, 0));
- _scene->_dynamicHotspots.setPosition(idx, 246, 124, 8);
+ _scene->_dynamicHotspots.setPosition(idx, 246, 124, FACING_NORTH);
}
_game.loadQuoteSet(0x5C, 0x5D, 0x5E, 0x5F, 0x60, 0x62, 0x63, 0x64, 0x65, 0x66, 0x61, 0);
@@ -440,12 +440,12 @@ void Scene202::enter() {
if (_globals._v4) {
_scene->_sequences.setMsgPosition(_globals._spriteIndexes[25], Common::Point(247, 82));
_game._player._playerPos = Common::Point(246, 124);
- _game._player._direction = 8;
+ _game._player._direction = FACING_NORTH;
_globals[41] = -1;
} else {
_scene->_sequences.setMsgPosition(_globals._spriteIndexes[25], Common::Point(172, 123));
_game._player._playerPos = Common::Point(171, 122);
- _game._player._direction = 8;
+ _game._player._direction = FACING_NORTH;
}
_scene->loadAnimation(formAnimName('M', -1), 71);
@@ -456,7 +456,7 @@ void Scene202::enter() {
_scene->_sequences.setDepth(_globals._spriteIndexes[24], 1);
_scene->_sequences.setMsgPosition(_globals._spriteIndexes[24], Common::Point(247, 82));
_game._player._playerPos = Common::Point(246, 124);
- _game._player._direction = 8;
+ _game._player._direction = FACING_NORTH;
}
_globals._abortVal = 0;
}
@@ -540,7 +540,7 @@ void Scene202::step() {
_globals._spriteIndexes[20] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 6, 0, 0, 0);
_scene->_hotspots.activate(199, false);
int idx = _scene->_dynamicHotspots.add(457, 13, _globals._spriteIndexes[20], Common::Rect(0, 0, 0, 0));
- _scene->_dynamicHotspots.setPosition(idx, 246, 124, 8);
+ _scene->_dynamicHotspots.setPosition(idx, 246, 124, FACING_NORTH);
_scene->_sequences.updateTimeout(_globals._spriteIndexes[26], _globals._spriteIndexes[20]);
_scene->_sequences.updateTimeout(-1, _globals._spriteIndexes[26]);
_game._player._stepEnabled = true;
@@ -748,7 +748,7 @@ void Scene202::preActions() {
action->_startWalkFlag = true;
if (_globals._v4 == 0)
- _game._player.startWalking(Common::Point(171, 122), 8);
+ _game._player.startWalking(Common::Point(171, 122), FACING_NORTH);
}
}
@@ -815,7 +815,7 @@ void Scene202::actions() {
int idx = _scene->_dynamicHotspots.add(199, 79, -1, Common::Rect(241, 68, 12, 54));
warning("CHECKME: _globals._frameTime = _scene->_dynamicHotspots.setPosition(idx, 246, 124, 8);");
- _globals._frameTime = _scene->_dynamicHotspots.setPosition(idx, 246, 124, 8);
+ _globals._frameTime = _scene->_dynamicHotspots.setPosition(idx, 246, 124, FACING_NORTH);
_globals._spriteIndexes[23] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[8], false, 6, 1, 0, 0);
_scene->_sequences.setDepth(_globals._spriteIndexes[23], 1);
_scene->_sequences.addSubEntry(_globals._spriteIndexes[23], SM_0, 0, 1);
@@ -986,13 +986,13 @@ void Scene203::setup() {
void Scene203::enter() {
if (_scene->_priorSceneId == 202) {
_game._player._playerPos = Common::Point(187, 99);
- _game._player._direction = 2;
+ _game._player._direction = FACING_SOUTH;
} else if (_scene->_priorSceneId == 209) {
_game._player._playerPos = Common::Point(308, 117);
- _game._player._direction = 4;
+ _game._player._direction = FACING_WEST;
} else if (_scene->_priorSceneId == -2) {
_game._player._playerPos = Common::Point(155, 152);
- _game._player._direction = 8;
+ _game._player._direction = FACING_NORTH;
}
_globals._v0 = 0;
@@ -1000,9 +1000,9 @@ void Scene203::enter() {
if ((_globals[34] == 0) && (_scene->_roomChanged == 0)) {
_globals._v0 = -1;
- _game._player.startWalking(Common::Point(158, 135), 2);
+ _game._player.startWalking(Common::Point(158, 135), FACING_SOUTH);
int idx = _scene->_dynamicHotspots.add(131, 396, 0, Common::Rect(0, 0, 320, 156));
- _scene->_dynamicHotspots.setPosition(idx, 155, 152, 2);
+ _scene->_dynamicHotspots.setPosition(idx, 155, 152, FACING_SOUTH);
_scene->_dynamicHotspots.setCursor(idx, CURSOR_GO_DOWN);
}
@@ -1011,7 +1011,7 @@ void Scene203::enter() {
if (_vm->getRandomNumber(1, 3) == 2) {
_globals._spriteIndexes[15] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[0], false, 9, 1, 0, 0);
int idx = _scene->_dynamicHotspots.add(477, 209, _globals._spriteIndexes[15], Common::Rect(0, 0, 0, 0));
- _scene->_dynamicHotspots.setPosition(idx, -2, 0, 0);
+ _scene->_dynamicHotspots.setPosition(idx, -2, 0, FACING_NONE);
_vm->_sound->command(14);
}
}
@@ -1053,7 +1053,7 @@ void Scene203::step() {
void Scene203::preActions() {
if (_globals._v0 && !_action.isAction(0x18C, 0x83, 0)) {
- _game._player.startWalking(Common::Point(158, 136), 2);
+ _game._player.startWalking(Common::Point(158, 136), FACING_SOUTH);
_action._inProgress = false;
return;
}
@@ -1110,11 +1110,11 @@ void Scene205::enter() {
_globals._spriteIndexes[16] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 10, 0, 0, 3);
int idx = _scene->_dynamicHotspots.add(73, 13, _globals._spriteIndexes[16], Common::Rect(0, 0, 0, 0));
- _scene->_dynamicHotspots.setPosition(idx, 162, 120, 9);
+ _scene->_dynamicHotspots.setPosition(idx, 162, 120, FACING_NORTHEAST);
_globals._spriteIndexes[17] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 15, 0, 0, 0);
idx = _scene->_dynamicHotspots.add(73, 13, _globals._spriteIndexes[16], Common::Rect(0, 0, 0, 0));
- _scene->_dynamicHotspots.setPosition(idx, 162, 120, 9);
+ _scene->_dynamicHotspots.setPosition(idx, 162, 120, FACING_NORTHEAST);
_globals._spriteIndexes[18] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 9, 0, 0, 0);
_globals._spriteIndexes[20] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 6, 0, 0, 0);
@@ -1125,7 +1125,7 @@ void Scene205::enter() {
_globals._v3 = _scene->_frameStartTime >> 16;
_globals._spriteIndexes[21] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 7, 1, 0, 0);
idx = _scene->_dynamicHotspots.add(269, 13, _globals._spriteIndexes[21], Common::Rect(0, 0, 0, 0));
- _scene->_dynamicHotspots.setPosition(idx, 49, 86, 8);
+ _scene->_dynamicHotspots.setPosition(idx, 49, 86, FACING_NORTH);
}
if (_game._objects[12]._roomNumber == 0) {
@@ -1224,7 +1224,7 @@ void Scene207::enter() {
_globals._frameTime = _game._player._priorTimer;
int idx = _scene->_dynamicHotspots.add(389, 13, _globals._spriteIndexes[16], Common::Rect(0, 0, 0, 0));
- _scene->_dynamicHotspots.setPosition(idx, 254, 94, 4);
+ _scene->_dynamicHotspots.setPosition(idx, 254, 94, FACING_WEST);
}
if (_globals._v5) {
@@ -1233,16 +1233,16 @@ void Scene207::enter() {
_globals._v3 = _game._player._priorTimer & 0xFFFF;
_globals._v4 = _game._player._priorTimer >> 16;
int idx = _scene->_dynamicHotspots.add(333, 13, _globals._spriteIndexes[19], Common::Rect(0, 0, 0, 0));
- _scene->_dynamicHotspots.setPosition(idx, 59, 132, 2);
+ _scene->_dynamicHotspots.setPosition(idx, 59, 132, FACING_SOUTH);
}
_globals._v2 = 0;
if (_scene->_priorSceneId == 211) {
_game._player._playerPos = Common::Point(13, 105);
- _game._player._direction = 6;
+ _game._player._direction = FACING_EAST;
} else if (_scene->_priorSceneId == 214) {
_game._player._playerPos = Common::Point(164, 117);
- _game._player._direction = 2;
+ _game._player._direction = FACING_SOUTH;
} else if (_scene->_priorSceneId != -2) {
_game._player._playerPos = Common::Point(305, 131);
}
@@ -1386,16 +1386,16 @@ void Scene208::enter() {
if (_scene->_priorSceneId == 207) {
_game._player._playerPos = Common::Point(8, 122);
- _game._player._direction = 6;
+ _game._player._direction = FACING_EAST;
} else if (_scene->_priorSceneId == 203) {
_game._player._playerPos = Common::Point(142, 108);
- _game._player._direction = 2;
+ _game._player._direction = FACING_SOUTH;
} else if (_scene->_priorSceneId == 209) {
_game._player._playerPos = Common::Point(307, 123);
- _game._player._direction = 4;
+ _game._player._direction = FACING_WEST;
} else if (_scene->_priorSceneId != -2) {
_game._player._playerPos = Common::Point(162, 149);
- _game._player._direction = 8;
+ _game._player._direction = FACING_NORTH;
}
_game.loadQuoteSet(0x81, 0x46, 0);
@@ -1484,7 +1484,7 @@ void Scene208::actions() {
if (_game._player._stepEnabled) {
_game._player._stepEnabled = false;
_globals._v0 = true;
- _game._player.startWalking(Common::Point(20, 148), 6);
+ _game._player.startWalking(Common::Point(20, 148), FACING_EAST);
}
} else if (_action.isAction(0x7, 0x35, 0x1A9)) {
warning("TODO: sub3B282(4);");