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synced 2025-01-19 08:25:35 +00:00
TSAGE: R2R - More renaming in Scene 1100
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@ -873,25 +873,25 @@ void Scene1100::postInit(SceneObjectList *OwnerList) {
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R2_GLOBALS._player._moveRate = 30;
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R2_GLOBALS._player._moveDiff = Common::Point(16, 2);
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_object1.setup2(1104, 2, 1, 175, 125, 102, 1);
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_rightLandslide.setup2(1104, 2, 1, 175, 125, 102, 1);
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_object2.setup2(1102, 5, 1, 216, 167, 1, 0);
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_actor12.postInit();
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_actor12.setup(1113, 2, 1);
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_actor12.setPosition(Common::Point(67, 151));
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_actor12.fixPriority(255);
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_leftImpacts.postInit();
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_leftImpacts.setup(1113, 2, 1);
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_leftImpacts.setPosition(Common::Point(67, 151));
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_leftImpacts.fixPriority(255);
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_actor3.postInit();
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_actor3.setup(1102, 6, 1);
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_actor3._moveRate = 30;
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_actor3._moveDiff.x = 2;
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_shipFormation.postInit();
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_shipFormation.setup(1102, 6, 1);
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_shipFormation._moveRate = 30;
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_shipFormation._moveDiff.x = 2;
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_actor4.postInit();
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_actor4.setup(1102, 6, 2);
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_actor4._moveRate = 30;
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_actor4._moveDiff.x = 2;
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_actor4._effect = 5;
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_actor4._field9C = _field312;
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_shipFormationShadow.postInit();
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_shipFormationShadow.setup(1102, 6, 2);
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_shipFormationShadow._moveRate = 30;
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_shipFormationShadow._moveDiff.x = 2;
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_shipFormationShadow._effect = 5;
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_shipFormationShadow._field9C = _field312;
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R2_GLOBALS._sound1.play(86);
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@ -993,30 +993,30 @@ void Scene1100::remove() {
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void Scene1100::signal() {
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switch (_sceneMode++) {
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case 0:
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_actor3.setPosition(Common::Point(350, 20));
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_shipFormation.setPosition(Common::Point(350, 20));
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setAction(&_sequenceManager1, this, 1, &R2_GLOBALS._player, NULL);
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break;
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case 1:{
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Common::Point pt(-150, 20);
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NpcMover *mover = new NpcMover();
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_actor3.addMover(mover, &pt, this);
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_actor4.setPosition(Common::Point(350, 55));
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_shipFormation.addMover(mover, &pt, this);
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_shipFormationShadow.setPosition(Common::Point(350, 55));
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Common::Point pt2(-150, 55);
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NpcMover *mover2 = new NpcMover();
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_actor4.addMover(mover2, &pt2, NULL);
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_shipFormationShadow.addMover(mover2, &pt2, NULL);
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}
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break;
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case 2:
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_actor3.remove();
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_actor4.remove();
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_actor5.postInit();
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_actor6.postInit();
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_actor7.postInit();
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_actor8.postInit();
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_actor9.postInit();
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_actor10.postInit();
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setAction(&_sequenceManager1, this, 1102, &_actor5, &_actor6, &_actor7, &_actor8, &_actor9, &_actor10, NULL);
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_shipFormation.remove();
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_shipFormationShadow.remove();
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_shotImpact1.postInit();
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_shotImpact2.postInit();
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_shotImpact3.postInit();
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_shotImpact4.postInit();
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_shotImpact5.postInit();
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_laserShot.postInit();
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setAction(&_sequenceManager1, this, 1102, &_shotImpact1, &_shotImpact2, &_shotImpact3, &_shotImpact4, &_shotImpact5, &_laserShot, NULL);
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break;
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case 3: {
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R2_GLOBALS._sound2.play(84);
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@ -1029,24 +1029,24 @@ void Scene1100::signal() {
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case 4:
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_chief.postInit();
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_chief.show();
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setAction(&_sequenceManager1, this, 1101, &_chief, &_actor10, NULL);
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setAction(&_sequenceManager1, this, 1101, &_chief, &_laserShot, NULL);
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break;
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case 5:
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_actor13.postInit();
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_actor13._effect = 6;
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_actor13.setup(1103, 3, 1);
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_actor13._moveRate = 30;
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_runningGuy1.postInit();
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_runningGuy1._effect = 6;
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_runningGuy1.setup(1103, 3, 1);
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_runningGuy1._moveRate = 30;
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_actor14.postInit();
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_actor14._effect = 6;
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_actor14.setup(1103, 4, 1);
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_actor4._moveRate = 25;
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_runningGuy2.postInit();
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_runningGuy2._effect = 6;
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_runningGuy2.setup(1103, 4, 1);
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_runningGuy2._moveRate = 25;
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_actor13.setAction(&_sequenceManager2, this, 1109, &_actor13, &_actor14, NULL);
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_runningGuy1.setAction(&_sequenceManager2, this, 1109, &_runningGuy1, &_runningGuy2, NULL);
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break;
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case 6: {
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_actor13.remove();
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_actor14.remove();
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_runningGuy1.remove();
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_runningGuy2.remove();
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R2_GLOBALS._player.setPosition(Common::Point(-50, 136));
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R2_GLOBALS._sound2.play(84);
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Common::Point pt(350, 236);
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@ -1055,29 +1055,30 @@ void Scene1100::signal() {
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}
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break;
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case 7:
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setAction(&_sequenceManager1, this, 1103, &_chief, &_actor10, NULL);
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setAction(&_sequenceManager1, this, 1103, &_chief, &_laserShot, NULL);
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break;
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case 8:
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R2_GLOBALS._player._effect = 0;
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_actor11.postInit();
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setAction(&_sequenceManager1, this, 1105, &R2_GLOBALS._player, &_actor10, &_actor11, &_chief, NULL);
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_animation.postInit();
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setAction(&_sequenceManager1, this, 1105, &R2_GLOBALS._player, &_laserShot, &_animation, &_chief, NULL);
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break;
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case 9:
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_object1.copySceneToBackground();
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_rightLandslide.copySceneToBackground();
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_actor15.postInit();
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_actor15.setup(1103, 2, 1);
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_actor15._moveRate = 30;
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_actor15.setAction(&_sequenceManager3, this, 1107, &_actor15, NULL);
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_runningGuy3.postInit();
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_runningGuy3.setup(1103, 2, 1);
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_runningGuy3._moveRate = 30;
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_runningGuy3.setAction(&_sequenceManager3, this, 1107, &_runningGuy3, NULL);
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break;
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case 10:
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_actor13.postInit();
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_actor13.setup(1103, 1, 1);
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_actor13._moveRate = 15;
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_actor13.setAction(&_sequenceManager2, this, 1108, &_actor13, NULL);
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_runningGuy1.postInit();
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_runningGuy1.setup(1103, 1, 1);
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_runningGuy1._moveRate = 15;
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_runningGuy1.setAction(&_sequenceManager2, this, 1108, &_runningGuy1, NULL);
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break;
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case 11: {
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setAction(&_sequenceManager1, this, 1106, &_actor11, &_actor10, &_actor12, NULL);
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setAction(&_sequenceManager1, this, 1106, &_animation, &_laserShot, &_leftImpacts, NULL);
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R2_GLOBALS._player._effect = 5;
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R2_GLOBALS._player.setup(1102, 3, 2);
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R2_GLOBALS._player.setPosition(Common::Point(-50, 131));
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@ -1094,16 +1095,16 @@ void Scene1100::signal() {
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_trooper.postInit();
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R2_GLOBALS._scrollFollower = &_trooper;
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_actor11.setup(1100, 2, 1);
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_actor11.setPosition(Common::Point(408, 121));
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_animation.setup(1100, 2, 1);
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_animation.setPosition(Common::Point(408, 121));
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_actor10.setup(1100, 3, 5);
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_actor10.setPosition(Common::Point(409, 121));
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_laserShot.setup(1100, 3, 5);
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_laserShot.setPosition(Common::Point(409, 121));
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setAction(&_sequenceManager1, this, 1104, &_trooper, NULL);
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break;
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case 14:
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setAction(&_sequenceManager1, this, 1100, &_actor11, &_actor10, NULL);
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setAction(&_sequenceManager1, this, 1100, &_animation, &_laserShot, NULL);
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break;
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case 15:
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R2_GLOBALS._sceneManager.changeScene(1000);
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@ -1269,7 +1270,7 @@ void Scene1100::signal() {
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}
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void Scene1100::dispatch() {
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if ((g_globals->_sceneObjects->contains(&_actor10)) && (_actor10._visage == 1102) && (_actor10._strip == 4) && (_actor10._frame == 1) && (_actor10._flags & OBJFLAG_HIDING)) {
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if ((g_globals->_sceneObjects->contains(&_laserShot)) && (_laserShot._visage == 1102) && (_laserShot._strip == 4) && (_laserShot._frame == 1) && (_laserShot._flags & OBJFLAG_HIDING)) {
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if (_paletteRefreshStatus == 1) {
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_paletteRefreshStatus = 2;
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R2_GLOBALS._scenePalette.refresh();
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@ -1282,20 +1283,20 @@ void Scene1100::dispatch() {
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Scene::dispatch();
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if (R2_GLOBALS._player._bounds.contains(_actor13._position))
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_actor13._shade = 3;
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if (R2_GLOBALS._player._bounds.contains(_runningGuy1._position))
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_runningGuy1._shade = 3;
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else
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_actor13._shade = 0;
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_runningGuy1._shade = 0;
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if (R2_GLOBALS._player._bounds.contains(_actor14._position))
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_actor14._shade = 3;
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if (R2_GLOBALS._player._bounds.contains(_runningGuy2._position))
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_runningGuy2._shade = 3;
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else
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_actor14._shade = 0;
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_runningGuy2._shade = 0;
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if (R2_GLOBALS._player._bounds.contains(_actor15._position))
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_actor15._shade = 3;
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if (R2_GLOBALS._player._bounds.contains(_runningGuy3._position))
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_runningGuy3._shade = 3;
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else
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_actor15._shade = 0;
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_runningGuy3._shade = 0;
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}
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void Scene1100::saveCharacter(int characterIndex) {
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@ -103,20 +103,20 @@ public:
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NamedHotspot _item7;
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SceneActor _actor1;
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SceneActor _actor2;
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SceneActor _actor3;
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SceneActor _actor4;
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SceneActor _actor5;
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SceneActor _actor6;
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SceneActor _actor7;
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SceneActor _actor8;
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SceneActor _actor9;
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SceneActor _actor10;
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SceneActor _actor11;
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SceneActor _actor12;
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SceneActor _actor13;
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SceneActor _actor14;
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SceneActor _actor15;
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BackgroundSceneObject _object1;
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SceneActor _shipFormation;
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SceneActor _shipFormationShadow;
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SceneActor _shotImpact1;
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SceneActor _shotImpact2;
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SceneActor _shotImpact3;
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SceneActor _shotImpact4;
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SceneActor _shotImpact5;
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SceneActor _laserShot;
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SceneActor _animation;
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SceneActor _leftImpacts;
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SceneActor _runningGuy1;
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SceneActor _runningGuy2;
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SceneActor _runningGuy3;
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BackgroundSceneObject _rightLandslide;
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BackgroundSceneObject _object2;
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Seeker _seeker;
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Trooper _trooper;
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