TSAGE: R2R - More renaming in Scene 1100

This commit is contained in:
Strangerke 2013-09-02 01:27:21 +02:00
parent 6ad9f5158c
commit 22b30152a0
2 changed files with 83 additions and 82 deletions

View File

@ -873,25 +873,25 @@ void Scene1100::postInit(SceneObjectList *OwnerList) {
R2_GLOBALS._player._moveRate = 30;
R2_GLOBALS._player._moveDiff = Common::Point(16, 2);
_object1.setup2(1104, 2, 1, 175, 125, 102, 1);
_rightLandslide.setup2(1104, 2, 1, 175, 125, 102, 1);
_object2.setup2(1102, 5, 1, 216, 167, 1, 0);
_actor12.postInit();
_actor12.setup(1113, 2, 1);
_actor12.setPosition(Common::Point(67, 151));
_actor12.fixPriority(255);
_leftImpacts.postInit();
_leftImpacts.setup(1113, 2, 1);
_leftImpacts.setPosition(Common::Point(67, 151));
_leftImpacts.fixPriority(255);
_actor3.postInit();
_actor3.setup(1102, 6, 1);
_actor3._moveRate = 30;
_actor3._moveDiff.x = 2;
_shipFormation.postInit();
_shipFormation.setup(1102, 6, 1);
_shipFormation._moveRate = 30;
_shipFormation._moveDiff.x = 2;
_actor4.postInit();
_actor4.setup(1102, 6, 2);
_actor4._moveRate = 30;
_actor4._moveDiff.x = 2;
_actor4._effect = 5;
_actor4._field9C = _field312;
_shipFormationShadow.postInit();
_shipFormationShadow.setup(1102, 6, 2);
_shipFormationShadow._moveRate = 30;
_shipFormationShadow._moveDiff.x = 2;
_shipFormationShadow._effect = 5;
_shipFormationShadow._field9C = _field312;
R2_GLOBALS._sound1.play(86);
@ -993,30 +993,30 @@ void Scene1100::remove() {
void Scene1100::signal() {
switch (_sceneMode++) {
case 0:
_actor3.setPosition(Common::Point(350, 20));
_shipFormation.setPosition(Common::Point(350, 20));
setAction(&_sequenceManager1, this, 1, &R2_GLOBALS._player, NULL);
break;
case 1:{
Common::Point pt(-150, 20);
NpcMover *mover = new NpcMover();
_actor3.addMover(mover, &pt, this);
_actor4.setPosition(Common::Point(350, 55));
_shipFormation.addMover(mover, &pt, this);
_shipFormationShadow.setPosition(Common::Point(350, 55));
Common::Point pt2(-150, 55);
NpcMover *mover2 = new NpcMover();
_actor4.addMover(mover2, &pt2, NULL);
_shipFormationShadow.addMover(mover2, &pt2, NULL);
}
break;
case 2:
_actor3.remove();
_actor4.remove();
_actor5.postInit();
_actor6.postInit();
_actor7.postInit();
_actor8.postInit();
_actor9.postInit();
_actor10.postInit();
setAction(&_sequenceManager1, this, 1102, &_actor5, &_actor6, &_actor7, &_actor8, &_actor9, &_actor10, NULL);
_shipFormation.remove();
_shipFormationShadow.remove();
_shotImpact1.postInit();
_shotImpact2.postInit();
_shotImpact3.postInit();
_shotImpact4.postInit();
_shotImpact5.postInit();
_laserShot.postInit();
setAction(&_sequenceManager1, this, 1102, &_shotImpact1, &_shotImpact2, &_shotImpact3, &_shotImpact4, &_shotImpact5, &_laserShot, NULL);
break;
case 3: {
R2_GLOBALS._sound2.play(84);
@ -1029,24 +1029,24 @@ void Scene1100::signal() {
case 4:
_chief.postInit();
_chief.show();
setAction(&_sequenceManager1, this, 1101, &_chief, &_actor10, NULL);
setAction(&_sequenceManager1, this, 1101, &_chief, &_laserShot, NULL);
break;
case 5:
_actor13.postInit();
_actor13._effect = 6;
_actor13.setup(1103, 3, 1);
_actor13._moveRate = 30;
_runningGuy1.postInit();
_runningGuy1._effect = 6;
_runningGuy1.setup(1103, 3, 1);
_runningGuy1._moveRate = 30;
_actor14.postInit();
_actor14._effect = 6;
_actor14.setup(1103, 4, 1);
_actor4._moveRate = 25;
_runningGuy2.postInit();
_runningGuy2._effect = 6;
_runningGuy2.setup(1103, 4, 1);
_runningGuy2._moveRate = 25;
_actor13.setAction(&_sequenceManager2, this, 1109, &_actor13, &_actor14, NULL);
_runningGuy1.setAction(&_sequenceManager2, this, 1109, &_runningGuy1, &_runningGuy2, NULL);
break;
case 6: {
_actor13.remove();
_actor14.remove();
_runningGuy1.remove();
_runningGuy2.remove();
R2_GLOBALS._player.setPosition(Common::Point(-50, 136));
R2_GLOBALS._sound2.play(84);
Common::Point pt(350, 236);
@ -1055,29 +1055,30 @@ void Scene1100::signal() {
}
break;
case 7:
setAction(&_sequenceManager1, this, 1103, &_chief, &_actor10, NULL);
setAction(&_sequenceManager1, this, 1103, &_chief, &_laserShot, NULL);
break;
case 8:
R2_GLOBALS._player._effect = 0;
_actor11.postInit();
setAction(&_sequenceManager1, this, 1105, &R2_GLOBALS._player, &_actor10, &_actor11, &_chief, NULL);
_animation.postInit();
setAction(&_sequenceManager1, this, 1105, &R2_GLOBALS._player, &_laserShot, &_animation, &_chief, NULL);
break;
case 9:
_object1.copySceneToBackground();
_rightLandslide.copySceneToBackground();
_actor15.postInit();
_actor15.setup(1103, 2, 1);
_actor15._moveRate = 30;
_actor15.setAction(&_sequenceManager3, this, 1107, &_actor15, NULL);
_runningGuy3.postInit();
_runningGuy3.setup(1103, 2, 1);
_runningGuy3._moveRate = 30;
_runningGuy3.setAction(&_sequenceManager3, this, 1107, &_runningGuy3, NULL);
break;
case 10:
_actor13.postInit();
_actor13.setup(1103, 1, 1);
_actor13._moveRate = 15;
_actor13.setAction(&_sequenceManager2, this, 1108, &_actor13, NULL);
_runningGuy1.postInit();
_runningGuy1.setup(1103, 1, 1);
_runningGuy1._moveRate = 15;
_runningGuy1.setAction(&_sequenceManager2, this, 1108, &_runningGuy1, NULL);
break;
case 11: {
setAction(&_sequenceManager1, this, 1106, &_actor11, &_actor10, &_actor12, NULL);
setAction(&_sequenceManager1, this, 1106, &_animation, &_laserShot, &_leftImpacts, NULL);
R2_GLOBALS._player._effect = 5;
R2_GLOBALS._player.setup(1102, 3, 2);
R2_GLOBALS._player.setPosition(Common::Point(-50, 131));
@ -1094,16 +1095,16 @@ void Scene1100::signal() {
_trooper.postInit();
R2_GLOBALS._scrollFollower = &_trooper;
_actor11.setup(1100, 2, 1);
_actor11.setPosition(Common::Point(408, 121));
_animation.setup(1100, 2, 1);
_animation.setPosition(Common::Point(408, 121));
_actor10.setup(1100, 3, 5);
_actor10.setPosition(Common::Point(409, 121));
_laserShot.setup(1100, 3, 5);
_laserShot.setPosition(Common::Point(409, 121));
setAction(&_sequenceManager1, this, 1104, &_trooper, NULL);
break;
case 14:
setAction(&_sequenceManager1, this, 1100, &_actor11, &_actor10, NULL);
setAction(&_sequenceManager1, this, 1100, &_animation, &_laserShot, NULL);
break;
case 15:
R2_GLOBALS._sceneManager.changeScene(1000);
@ -1269,7 +1270,7 @@ void Scene1100::signal() {
}
void Scene1100::dispatch() {
if ((g_globals->_sceneObjects->contains(&_actor10)) && (_actor10._visage == 1102) && (_actor10._strip == 4) && (_actor10._frame == 1) && (_actor10._flags & OBJFLAG_HIDING)) {
if ((g_globals->_sceneObjects->contains(&_laserShot)) && (_laserShot._visage == 1102) && (_laserShot._strip == 4) && (_laserShot._frame == 1) && (_laserShot._flags & OBJFLAG_HIDING)) {
if (_paletteRefreshStatus == 1) {
_paletteRefreshStatus = 2;
R2_GLOBALS._scenePalette.refresh();
@ -1282,20 +1283,20 @@ void Scene1100::dispatch() {
Scene::dispatch();
if (R2_GLOBALS._player._bounds.contains(_actor13._position))
_actor13._shade = 3;
if (R2_GLOBALS._player._bounds.contains(_runningGuy1._position))
_runningGuy1._shade = 3;
else
_actor13._shade = 0;
_runningGuy1._shade = 0;
if (R2_GLOBALS._player._bounds.contains(_actor14._position))
_actor14._shade = 3;
if (R2_GLOBALS._player._bounds.contains(_runningGuy2._position))
_runningGuy2._shade = 3;
else
_actor14._shade = 0;
_runningGuy2._shade = 0;
if (R2_GLOBALS._player._bounds.contains(_actor15._position))
_actor15._shade = 3;
if (R2_GLOBALS._player._bounds.contains(_runningGuy3._position))
_runningGuy3._shade = 3;
else
_actor15._shade = 0;
_runningGuy3._shade = 0;
}
void Scene1100::saveCharacter(int characterIndex) {

View File

@ -103,20 +103,20 @@ public:
NamedHotspot _item7;
SceneActor _actor1;
SceneActor _actor2;
SceneActor _actor3;
SceneActor _actor4;
SceneActor _actor5;
SceneActor _actor6;
SceneActor _actor7;
SceneActor _actor8;
SceneActor _actor9;
SceneActor _actor10;
SceneActor _actor11;
SceneActor _actor12;
SceneActor _actor13;
SceneActor _actor14;
SceneActor _actor15;
BackgroundSceneObject _object1;
SceneActor _shipFormation;
SceneActor _shipFormationShadow;
SceneActor _shotImpact1;
SceneActor _shotImpact2;
SceneActor _shotImpact3;
SceneActor _shotImpact4;
SceneActor _shotImpact5;
SceneActor _laserShot;
SceneActor _animation;
SceneActor _leftImpacts;
SceneActor _runningGuy1;
SceneActor _runningGuy2;
SceneActor _runningGuy3;
BackgroundSceneObject _rightLandslide;
BackgroundSceneObject _object2;
Seeker _seeker;
Trooper _trooper;