diff options
Diffstat (limited to 'engines/mads/nebular/nebular_scenes2.cpp')
-rw-r--r-- | engines/mads/nebular/nebular_scenes2.cpp | 70 |
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);"); |