From 60b9876d8187d735ac933f5be2de61a9142115e2 Mon Sep 17 00:00:00 2001 From: Filippos Karapetis Date: Tue, 20 May 2014 13:19:43 +0300 Subject: MADS: Add more friendly names for nouns --- engines/mads/nebular/nebular_scenes5.cpp | 28 ++++++++++++++-------------- 1 file changed, 14 insertions(+), 14 deletions(-) (limited to 'engines/mads/nebular/nebular_scenes5.cpp') diff --git a/engines/mads/nebular/nebular_scenes5.cpp b/engines/mads/nebular/nebular_scenes5.cpp index fb79492b1c..1ad29a39a4 100644 --- a/engines/mads/nebular/nebular_scenes5.cpp +++ b/engines/mads/nebular/nebular_scenes5.cpp @@ -166,7 +166,7 @@ void Scene501::enter() { } _globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, 1); - int idx = _scene->_dynamicHotspots.add(0x6E, 0x18B, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0)); + int idx = _scene->_dynamicHotspots.add(NOUN_DOOR, 0x18B, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0)); _doorHotspotid = _scene->_dynamicHotspots.setPosition(idx,Common::Point(282, 110), FACING_NORTH); _scene->_dynamicHotspots.setCursor(_doorHotspotid, CURSOR_GO_UP); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 7); @@ -233,7 +233,7 @@ void Scene501::step() { _globals._sequenceIndexes[3] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[3], false, 9, 1, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 7); _vm->_sound->command(12); - _doorHotspotid = _scene->_dynamicHotspots.add(0x6E, 0x18B, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0)); + _doorHotspotid = _scene->_dynamicHotspots.add(NOUN_DOOR, 0x18B, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(_globals._sequenceIndexes[3], Common::Point(282, 110), FACING_NORTH); _scene->_dynamicHotspots.setCursor(_doorHotspotid, CURSOR_GO_UP); _scene->_sequences.addSubEntry(_globals._sequenceIndexes[3], SEQUENCE_TRIGGER_EXPIRE, 0, 83); @@ -540,7 +540,7 @@ void Scene503::enter() { if (_game._objects[OBJ_DETONATORS]._roomNumber == _scene->_currentSceneId) { _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 9, 0, 0, 0); - _detonatorHotspotId = _scene->_dynamicHotspots.add(0x6A, 0xD, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0)); + _detonatorHotspotId = _scene->_dynamicHotspots.add(NOUN_DETONATORS, 0xD, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(_detonatorHotspotId, Common::Point(254, 135), FACING_SOUTH); } @@ -1111,12 +1111,12 @@ void Scene506::enter() { _globals._spriteIndexes[4] = _scene->_sprites.addSprites("*RXCD_3"); _globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, 1); - int idx = _scene->_dynamicHotspots.add(0x37D, 0x242, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0)); + int idx = _scene->_dynamicHotspots.add(NOUN_LABORATORY, 0x242, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0)); int hotspotId = _scene->_dynamicHotspots.setPosition(idx, Common::Point(65, 125), FACING_NORTHWEST); _scene->_dynamicHotspots.setCursor(hotspotId, CURSOR_GO_LEFT); _scene->_sequences.setDepth(_globals._sequenceIndexes[1], 10); _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 1); - idx = _scene->_dynamicHotspots.add(0x336, 0x242, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0)); + idx = _scene->_dynamicHotspots.add(NOUN_SOFTWARE_STORE, 0x242, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0)); hotspotId = _scene->_dynamicHotspots.setPosition(idx, Common::Point(112, 102), FACING_NORTHWEST); _scene->_dynamicHotspots.setCursor(hotspotId, CURSOR_GO_LEFT); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 13); @@ -1371,7 +1371,7 @@ void Scene507::enter() { if ((_game._difficulty != DIFFICULTY_EASY) && (_game._objects[OBJ_PENLIGHT]._roomNumber == _scene->_currentSceneId)) { _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 9, 0, 0, 0); - _penlightHotspotId = _scene->_dynamicHotspots.add(0x106, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0)); + _penlightHotspotId = _scene->_dynamicHotspots.add(NOUN_PENLIGHT, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(_penlightHotspotId, Common::Point(233, 152), FACING_SOUTHEAST); } @@ -1495,7 +1495,7 @@ void Scene508::enter() { _globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, -2); _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 8); _globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], false, -2); - int idx = _scene->_dynamicHotspots.add(0x343, VERB_WALKTO, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0)); + int idx = _scene->_dynamicHotspots.add(NOUN_LASER_BEAM, VERB_WALKTO, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(57, 116), FACING_NORTHEAST); _scene->_hotspots.activate(NOUN_HOLE, false); _scene->_hotspots.activate(NOUN_LASER_BEAM, false); @@ -1505,7 +1505,7 @@ void Scene508::enter() { _scene->_sequences.setDepth(_globals._sequenceIndexes[3], 8); _globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, -2); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 11); - int idx = _scene->_dynamicHotspots.add(0x343, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0)); + int idx = _scene->_dynamicHotspots.add(NOUN_LASER_BEAM, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(57, 116), FACING_NORTHEAST); _globals._sequenceIndexes[2] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[2], false, 15, 0, 0, 0); _scene->_sequences.setAnimRange(_globals._sequenceIndexes[2], 6, 8); @@ -1640,7 +1640,7 @@ void Scene508::actions() { _vm->_sound->command(22); _globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, -2); _scene->_sequences.setDepth(_globals._sequenceIndexes[4], 11); - int idx = _scene->_dynamicHotspots.add(0x343, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0)); + int idx = _scene->_dynamicHotspots.add(NOUN_LASER_BEAM, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(57, 116), FACING_NORTHEAST); _scene->_kernelMessages.reset(); _scene->changeVariant(1); @@ -1748,7 +1748,7 @@ void Scene511::enter() { _globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 1); _scene->_sequences.setDepth(_globals._sequenceIndexes[2], 3); _scene->_hotspots.activate(NOUN_BOAT, false); - int idx = _scene->_dynamicHotspots.add(0x345, VERB_WALKTO, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0)); + int idx = _scene->_dynamicHotspots.add(NOUN_BOAT, VERB_WALKTO, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(75, 124), FACING_NORTH); _scene->_hotspots.activate(NOUN_ROPE, false); } else { @@ -1779,7 +1779,7 @@ void Scene511::enter() { if (_globals[kLineStatus] == 2 || _globals[kLineStatus] == 3) { _globals._spriteIndexes[7] = _scene->_sprites.addSprites(formAnimName('b', 4)); _globals._sequenceIndexes[7] = _scene->_sequences.startCycle(_globals._spriteIndexes[7], false, frame); - int idx = _scene->_dynamicHotspots.add(0x87, VERB_WALKTO, _globals._sequenceIndexes[7], Common::Rect(0, 0, 0, 0)); + int idx = _scene->_dynamicHotspots.add(NOUN_FISHING_LINE, VERB_WALKTO, _globals._sequenceIndexes[7], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(26, 153), FACING_NORTHEAST); _scene->_sequences.setDepth(_globals._sequenceIndexes[7], 3); if (_globals[kBoatRaised]) @@ -1981,7 +1981,7 @@ void Scene511::actions() { _game._player._priorTimer = _scene->_frameStartTime - _game._player._ticksAmount; _globals._sequenceIndexes[7] = _scene->_sequences.startCycle(_globals._spriteIndexes[7], false, -2); _scene->_sequences.setDepth(_globals._sequenceIndexes[7], 4); - int idx = _scene->_dynamicHotspots.add(0x87, VERB_WALKTO, _globals._sequenceIndexes[7], Common::Rect(0, 0, 0, 0)); + int idx = _scene->_dynamicHotspots.add(NOUN_FISHING_LINE, VERB_WALKTO, _globals._sequenceIndexes[7], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(26, 153), FACING_NORTHEAST); _game._objects.removeFromInventory(OBJ_FISHING_LINE, 1); _handingLine = false; @@ -2069,7 +2069,7 @@ void Scene512::enter() { if (_game._objects[OBJ_FISHING_ROD]._roomNumber == _scene->_currentSceneId) { _globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 9, 0, 0, 0); - _fishingRodHotspotId = _scene->_dynamicHotspots.add(0x88, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0)); + _fishingRodHotspotId = _scene->_dynamicHotspots.add(NOUN_FISHING_ROD, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(_fishingRodHotspotId, Common::Point(199, 101), FACING_NORTHEAST); } @@ -2081,7 +2081,7 @@ void Scene512::enter() { if (_game._objects[OBJ_PADLOCK_KEY]._roomNumber == _scene->_currentSceneId) { _globals._sequenceIndexes[6] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[6], false, 10, 0, 0, 0); _scene->_sequences.setDepth(_globals._sequenceIndexes[6], 3); - _keyHotspotId = _scene->_dynamicHotspots.add(0xFF, VERB_WALKTO, _globals._sequenceIndexes[6], Common::Rect(0, 0, 0, 0)); + _keyHotspotId = _scene->_dynamicHotspots.add(NOUN_PADLOCK_KEY, VERB_WALKTO, _globals._sequenceIndexes[6], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(_keyHotspotId, Common::Point(218, 152), FACING_NORTHEAST); } if (_globals[kRegisterOpen]) { -- cgit v1.2.3