diff options
Diffstat (limited to 'engines')
-rw-r--r-- | engines/mads/nebular/nebular_scenes1.cpp | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/engines/mads/nebular/nebular_scenes1.cpp b/engines/mads/nebular/nebular_scenes1.cpp index 875c58ce42..025d5510bf 100644 --- a/engines/mads/nebular/nebular_scenes1.cpp +++ b/engines/mads/nebular/nebular_scenes1.cpp @@ -272,7 +272,7 @@ void Scene101::preActions() { _game._player._needToWalk = true; if (_sittingFl) { - if (_action.isAction(VERB_LOOK) || _action.isAction(0x47) || _action.isAction(VERB_TALKTO) || _action.isAction(0x103) || _action.isAction(0x7D)) + if (_action.isAction(VERB_LOOK) || _action.isObject(NOUN_CHAIR) || _action.isAction(VERB_TALKTO) || _action.isAction(VERB_PEER_THROUGH) || _action.isAction(VERB_EXAMINE)) _game._player._needToWalk = false; if (_game._player._needToWalk) { @@ -301,12 +301,12 @@ void Scene101::preActions() { } } - if (_panelOpened && !(_action.isAction(0x135) || _action.isAction(0x137))) { + if (_panelOpened && !(_action.isObject(NOUN_SHIELD_ACCESS_PANEL) || _action.isObject(NOUN_SHIELD_MODULATOR))) { switch (_game._trigger) { case 0: if (_game._player._needToWalk) { _scene->_sequences.remove(_globals._sequenceIndexes[13]); - _shieldSpriteIdx = _game._objects.isInRoom(0x18) ? 13 : 14; + _shieldSpriteIdx = _game._objects.isInRoom(OBJ_SHIELD_MODULATOR) ? 13 : 14; _globals._sequenceIndexes[13] = _scene->_sequences.addReverseSpriteCycle(_globals._spriteIndexes[_shieldSpriteIdx], false, 6, 1, 0, 0); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[13], SEQUENCE_TRIGGER_EXPIRE, 0, 1); _game._player._stepEnabled = false; @@ -330,13 +330,13 @@ void Scene101::actions() { return; } - if (_action.isAction(VERB_WALKTO, 0xCC)) { + if (_action.isAction(VERB_WALKTO, NOUN_LIFE_SUPPORT_SECTION)) { _scene->_nextSceneId = 102; _action._inProgress = false; return; } - if (_action.isAction(0x13F, 0x47) || (_action.isAction(VERB_LOOK, 0x180) && !_sittingFl)) { + if (_action.isAction(VERB_SIT_IN, NOUN_CHAIR) || (_action.isAction(VERB_LOOK, NOUN_VIEW_SCREEN) && !_sittingFl)) { if (!_sittingFl) { switch (_game._trigger) { case 0: @@ -361,7 +361,7 @@ void Scene101::actions() { _sittingFl = true; _scene->_hotspots.activate(71, false); _chairHotspotId = _scene->_dynamicHotspots.add(71, 0x13F, -1, Common::Rect(159, 84, 159 + 33, 84 + 36)); - if (!_action.isAction(VERB_LOOK, 0x180)) { + if (!_action.isAction(VERB_LOOK, NOUN_VIEW_SCREEN)) { _action._inProgress = false; return; } @@ -375,7 +375,7 @@ void Scene101::actions() { } } - if (((_action.isAction(VERB_WALKTO, 0x135) || _action.isAction(VERB_OPEN, 0x135))) && !_panelOpened) { + if (((_action.isAction(VERB_WALKTO, NOUN_SHIELD_ACCESS_PANEL) || _action.isAction(VERB_OPEN, NOUN_SHIELD_ACCESS_PANEL))) && !_panelOpened) { switch (_game._trigger) { case 0: _shieldSpriteIdx = _game._objects.isInRoom(0x18) ? 13 : 14; @@ -399,19 +399,19 @@ void Scene101::actions() { return; } - if ((_action.isAction(VERB_TAKE, 0x137) || _action.isAction(VERB_PULL, 0x137)) && _game._objects.isInRoom(0x18)) { + if ((_action.isAction(VERB_TAKE, NOUN_SHIELD_MODULATOR) || _action.isAction(VERB_PULL, NOUN_SHIELD_MODULATOR)) && _game._objects.isInRoom(OBJ_SHIELD_MODULATOR)) { _game._objects.addToInventory(OBJ_SHIELD_MODULATOR); _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); + _scene->_hotspots.activate(NOUN_SHIELD_MODULATOR, false); _vm->_dialogs->showItem(OBJ_SHIELD_MODULATOR, 10120); _vm->_sound->command(22); _action._inProgress = false; return; } - if (_action.isAction(VERB_LOOK, 0x135) || (_action.isAction(VERB_LOOK, 0x137) && !_game._objects.isInInventory(OBJ_SHIELD_MODULATOR)) ) { + if (_action.isAction(VERB_LOOK, NOUN_SHIELD_ACCESS_PANEL) || (_action.isAction(VERB_LOOK, NOUN_SHIELD_MODULATOR) && !_game._objects.isInInventory(OBJ_SHIELD_MODULATOR)) ) { if (_panelOpened) { if (_game._objects.isInRoom(OBJ_SHIELD_MODULATOR)) _vm->_dialogs->show(10128); @@ -475,7 +475,7 @@ void Scene101::actions() { return; } - if ((_action.isAction(VERB_LOOK) || _action.isAction(0x103)) && (_action.isAction(0x8E) || _action.isAction(0xF9))) { + if ((_action.isAction(VERB_LOOK) || _action.isAction(VERB_PEER_THROUGH)) && (_action.isAction(0x8E) || _action.isAction(0xF9))) { _vm->_dialogs->show(10102); _action._inProgress = false; return; |