aboutsummaryrefslogtreecommitdiff
path: root/engines/saga/script.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/saga/script.cpp')
-rw-r--r--engines/saga/script.cpp36
1 files changed, 18 insertions, 18 deletions
diff --git a/engines/saga/script.cpp b/engines/saga/script.cpp
index 088be34c72..a8391464fe 100644
--- a/engines/saga/script.cpp
+++ b/engines/saga/script.cpp
@@ -289,7 +289,7 @@ void Script::showVerb(int statusColor) {
return;
}
- if (_vm->getGameType() == GType_ITE)
+ if (_vm->getGameId() == GID_ITE)
verbName = _mainStrings.getString(_leftButtonVerb - 1);
else
verbName = _mainStrings.getString(_leftButtonVerb + 1);
@@ -329,7 +329,7 @@ void Script::showVerb(int statusColor) {
}
int Script::getVerbType(VerbTypes verbType) {
- if (_vm->getGameType() == GType_ITE) {
+ if (_vm->getGameId() == GID_ITE) {
switch (verbType) {
case kVerbNone:
return kVerbITENone;
@@ -456,7 +456,7 @@ void Script::doVerb() {
scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
}
// IHNM never sets scriptModuleNumber to 0
- if (_vm->getGameType() == GType_IHNM)
+ if (_vm->getGameId() == GID_IHNM)
scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
} else {
if (_pendingVerb == getVerbType(kVerbUse)) {
@@ -488,7 +488,7 @@ void Script::doVerb() {
scriptModuleNumber = 0;
}
// IHNM never sets scriptModuleNumber to 0
- if (_vm->getGameType() == GType_IHNM)
+ if (_vm->getGameId() == GID_IHNM)
scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
}
}
@@ -503,7 +503,7 @@ void Script::doVerb() {
// choosing "[Cut out Edna's heart]", which works correctly. To disable this action, if the knife is used on Edna, we
// change the action here to "use knife with the knife", which yields a better reply ("I'd just dull my knife").
// Fixes bug #1826871 - "IHNM: Edna's got two hearts but loves to be on the hook"
- if (_vm->getGameType() == GType_IHNM && _pendingObject[0] == 16385 && _pendingObject[1] == 8197 && _pendingVerb == 4)
+ if (_vm->getGameId() == GID_IHNM && _pendingObject[0] == 16385 && _pendingObject[1] == 8197 && _pendingVerb == 4)
_pendingObject[1] = 16385;
// WORKAROUND for a bug in the original game scripts of IHNM. Gorrister's heart is not supposed to have a
@@ -511,7 +511,7 @@ void Script::doVerb() {
// reply is given to the player ("It's too narrow for me to pass", said when Gorrister tries to pick up the
// heart without a rope). Therefore, for object number 16397 (Gorrister's heart), when the active verb is
// "Use", set it to "Push", which gives a more appropriate reply ("What good will that do me?")
- if (_vm->getGameType() == GType_IHNM && _pendingObject[0] == 16397 && _pendingVerb == 4)
+ if (_vm->getGameId() == GID_IHNM && _pendingObject[0] == 16397 && _pendingVerb == 4)
_pendingVerb = 8;
if (scriptEntrypointNumber > 0) {
@@ -530,11 +530,11 @@ void Script::doVerb() {
} else {
// Show excuse text in ITE CD Versions
- if (_vm->getGameType() == GType_ITE) {
+ if (_vm->getGameId() == GID_ITE) {
_vm->getExcuseInfo(_pendingVerb, excuseText, excuseSampleResourceId);
if (excuseText) {
// In Floppy versions we don't have excuse texts
- if (!(_vm->getFeatures() & GF_CD_FX))
+ if (_vm->getFeatures() & GF_ITE_FLOPPY)
excuseSampleResourceId = -1;
_vm->_actor->actorSpeech(ID_PROTAG, &excuseText, 1, excuseSampleResourceId, 0);
@@ -660,14 +660,14 @@ void Script::playfieldClick(const Point& mousePoint, bool leftButton) {
}
if (hitZone != NULL) {
- if (_vm->getGameType() == GType_ITE) {
+ if (_vm->getGameId() == GID_ITE) {
if (hitZone->getFlags() & kHitZoneNoWalk) {
_vm->_actor->actorFaceTowardsPoint(ID_PROTAG, pickLocation);
doVerb();
return;
}
} else {
- if (_vm->getGameType() == GType_IHNM) {
+ if (_vm->getGameId() == GID_IHNM) {
if ((hitZone->getFlags() & kHitZoneNoWalk) && (_pendingVerb != getVerbType(kVerbWalkTo))) {
doVerb();
return;
@@ -693,7 +693,7 @@ void Script::playfieldClick(const Point& mousePoint, bool leftButton) {
}
}
- if (_vm->getGameType() == GType_ITE) {
+ if (_vm->getGameId() == GID_ITE) {
if ((_pendingVerb == getVerbType(kVerbWalkTo)) ||
(_pendingVerb == getVerbType(kVerbPickUp)) ||
(_pendingVerb == getVerbType(kVerbOpen)) ||
@@ -716,7 +716,7 @@ void Script::playfieldClick(const Point& mousePoint, bool leftButton) {
}
}
- if (_vm->getGameType() == GType_IHNM) {
+ if (_vm->getGameId() == GID_IHNM) {
if ((_pendingVerb == getVerbType(kVerbWalkTo)) ||
(_pendingVerb == getVerbType(kVerbPickUp)) ||
@@ -809,14 +809,14 @@ void Script::whichObject(const Point& mousePoint) {
} else {
actor = _vm->_actor->getActor(newObjectId);
objectId = newObjectId;
- if (_vm->getGameType() == GType_ITE)
+ if (_vm->getGameId() == GID_ITE)
objectFlags = kObjUseWith;
// Note: for IHNM, the default right button action is "Look at" for actors,
// but "Talk to" makes much more sense
newRightButtonVerb = getVerbType(kVerbTalkTo);
// Slight hack because of the above change: the jukebox in Gorrister's chapter
// is an actor, so change the right button action to "Look at"
- if (_vm->getGameType() == GType_IHNM && objectId == 8199)
+ if (_vm->getGameId() == GID_IHNM && objectId == 8199)
newRightButtonVerb = getVerbType(kVerbLookAt);
if ((_currentVerb == getVerbType(kVerbPickUp)) ||
@@ -824,7 +824,7 @@ void Script::whichObject(const Point& mousePoint) {
(_currentVerb == getVerbType(kVerbClose)) ||
((_currentVerb == getVerbType(kVerbGive)) && !_firstObjectSet) ||
((_currentVerb == getVerbType(kVerbUse)) && !(actor->_flags & kFollower))) {
- if (_vm->getGameType() == GType_ITE) {
+ if (_vm->getGameId() == GID_ITE) {
objectId = ID_NOTHING;
newObjectId = ID_NOTHING;
}
@@ -850,7 +850,7 @@ void Script::whichObject(const Point& mousePoint) {
// to the left, which makes him exit the screen when the graffiti is examined.
// We effectively change the left side of the hitzone here so that it starts from
// pixel 301 onwards. The same workaround is applied in Actor::handleActions
- if (_vm->getGameType() == GType_IHNM) {
+ if (_vm->getGameId() == GID_IHNM) {
if (_vm->_scene->currentChapterNumber() == 1 && _vm->_scene->currentSceneNumber() == 22)
if (hitZoneIndex == 8 && pickPoint.x <= 300)
hitZoneIndex = -1;
@@ -868,14 +868,14 @@ void Script::whichObject(const Point& mousePoint) {
// hitzone contains (object ID 24578 - "The key") to the ID of the key
// object itself (object ID 16402 - "Edna's key"), as the user can keep
// hovering the cursor to both items, but can only pick up one
- if (_vm->getGameType() == GType_IHNM) {
+ if (_vm->getGameId() == GID_IHNM) {
if (_vm->_scene->currentChapterNumber() == 1 && _vm->_scene->currentSceneNumber() == 24) {
if (objectId == 24578)
objectId = 16402;
}
}
- if (_vm->getGameType() == GType_ITE) {
+ if (_vm->getGameId() == GID_ITE) {
if (newRightButtonVerb == getVerbType(kVerbWalkOnly)) {
if (_firstObjectSet) {