new room/gamestate constants

svn-id: r11483
This commit is contained in:
Gregory Montoir 2003-12-03 10:32:12 +00:00
parent 910c4ccb14
commit 3ccce8da35
3 changed files with 41 additions and 38 deletions

View File

@ -183,11 +183,14 @@ enum {
enum {
ROOM_JUNGLE_INSIDE_PLANE = 1,
ROOM_JUNGLE_OUTSIDE_PLANE = 2,
ROOM_JUNGLE_BRIDGE = 4,
ROOM_JUNGLE_GORILLA_1 = 6,
ROOM_JUNGLE_PINNACLE = 7,
ROOM_JUNGLE_SLOTH = 8,
ROOM_JUNGLE_BUD_SKIP = 9,
ROOM_JUNGLE_BEETLE = 11,
ROOM_JUNGLE_MISSIONARY = 13,
ROOM_JUNGLE_GORILLA_2 = 14,
ROOM_AMAZON_ENTRANCE = 16,
ROOM_AMAZON_HIDEOUT = 17,
@ -213,10 +216,11 @@ enum {
ROOM_TEMPLE_SNAKE = 53,
ROOM_TEMPLE_LIZARD_LASER = 55,
ROOM_TEMPLE_MAZE = 58,
ROOM_TEMPLE_MAZE2 = 59,
ROOM_TEMPLE_MAZE3 = 60,
ROOM_TEMPLE_MAZE4 = 61,
ROOM_TEMPLE_MAZE5 = 100,
ROOM_TEMPLE_MAZE_2 = 59,
ROOM_TEMPLE_MAZE_3 = 60,
ROOM_TEMPLE_MAZE_4 = 61,
ROOM_TEMPLE_MAZE_5 = 100,
ROOM_TEMPLE_MAZE_6 = 101,
ROOM_VALLEY_CARCASS = 67,
@ -252,10 +256,10 @@ enum {
//! GameState vars
enum {
VAR_DRESSING_MODE = 19, // 0=normal clothes, 1=underwear, 2=dress
VAR_ROOM73_CUTAWAY = 93,
VAR_DRESSING_MODE = 19,
VAR_BYPASS_FLODA_RECEPTIONIST = 35,
VAR_ESCAPE_FROM_HOTEL_COUNT = 93,
VAR_INTRO_PLAYED = 117,
VAR_CAN_CHANGE_CLOTHES = 202,
VAR_AZURA_IN_LOVE = 167
};

View File

@ -578,7 +578,7 @@ void Graphics::bobCustomParallax(uint16 roomNum) {
case ROOM_AMAZON_HIDEOUT:
_bobs[8].x = 250 - screenScroll / 2;
break;
case ROOM_TEMPLE_MAZE5:
case ROOM_TEMPLE_MAZE_5:
_bobs[5].x = 410 - screenScroll / 2;
_bobs[6].x = 790 - screenScroll / 2;
break;

View File

@ -1371,7 +1371,7 @@ uint16 Logic::personSetup(uint16 noun, uint16 curImage) {
pbs->frameNum = p.bobFrame;
pbs->xflip = xflip;
debug(0, "Logic::personSetup(%d, %d) - bob = %d", noun, curImage, pad->bobNum);
debug(0, "Logic::personSetup(%d, %d) - bob = %d name = %s", noun, curImage, pad->bobNum, p.name);
if (p.anim != NULL) {
_personFrames[pad->bobNum] = curImage + 1;
@ -2195,21 +2195,21 @@ void Logic::customMoveJoe(int facing, uint16 areaNum, uint16 walkDataNum) {
memset(nextCut, 0, sizeof(nextCut));
switch (_currentRoom) {
case 4:
case ROOM_JUNGLE_BRIDGE:
joeSpeak(16);
break;
case 6:
case ROOM_JUNGLE_GORILLA_1:
playCutaway("c6c.CUT", nextCut);
break;
case 14:
case ROOM_JUNGLE_GORILLA_2:
playCutaway("c14b.CUT", nextCut);
break;
case 16:
case ROOM_AMAZON_ENTRANCE:
if (areaNum == 3) {
playCutaway("c16a.CUT", nextCut);
}
break;
case 17:
case ROOM_AMAZON_HIDEOUT:
if (walkDataNum == 4) {
playCutaway("c17a.CUT", nextCut);
}
@ -2217,19 +2217,19 @@ void Logic::customMoveJoe(int facing, uint16 areaNum, uint16 walkDataNum) {
playCutaway("c17b.CUT", nextCut);
}
break;
case 22:
case ROOM_FLODA_OUTSIDE:
playCutaway("c22a.CUT", nextCut);
break;
case 26:
case ROOM_FLODA_KITCHEN:
playCutaway("c26b.CUT", nextCut);
break;
case 30:
case ROOM_FLODA_KLUNK:
playCutaway("c30a.CUT", nextCut);
break;
case 32:
case ROOM_FLODA_HENRY:
playCutaway("c32c.CUT", nextCut);
break;
case 50:
case ROOM_TEMPLE_ZOMBIES:
if (areaNum == 6) {
if (_gameState[21] == 0) {
playCutaway("c50d.CUT", nextCut);
@ -2242,49 +2242,48 @@ void Logic::customMoveJoe(int facing, uint16 areaNum, uint16 walkDataNum) {
}
}
break;
case 53:
case ROOM_TEMPLE_SNAKE:
playCutaway("c53b.CUT", nextCut);
break;
case 55:
case ROOM_TEMPLE_LIZARD_LASER:
joeSpeak(19);
break;
case 71:
case ROOM_HOTEL_DOWNSTAIRS:
joeSpeak(21);
break;
case 73:
// don't play next Cutaway
if (_gameState[VAR_ROOM73_CUTAWAY] == 0) {
case ROOM_HOTEL_LOBBY:
if (_gameState[VAR_ESCAPE_FROM_HOTEL_COUNT] == 0) {
playCutaway("c73a.CUT");
_gameState[VAR_ROOM73_CUTAWAY] = 1;
_gameState[VAR_ESCAPE_FROM_HOTEL_COUNT] = 1;
joeUseUnderwear();
joeFace();
}
else if (_gameState[VAR_ROOM73_CUTAWAY] == 1) {
else if (_gameState[VAR_ESCAPE_FROM_HOTEL_COUNT] == 1) {
playCutaway("c73b.CUT");
_gameState[VAR_ROOM73_CUTAWAY] = 2;
_gameState[VAR_ESCAPE_FROM_HOTEL_COUNT] = 2;
}
else if (_gameState[VAR_ROOM73_CUTAWAY] == 2) {
else if (_gameState[VAR_ESCAPE_FROM_HOTEL_COUNT] == 2) {
playCutaway("c73c.CUT");
}
break;
case 100:
case ROOM_TEMPLE_MAZE_5:
if (areaNum == 7) {
joeSpeak(17);
}
break;
case 101:
case ROOM_TEMPLE_MAZE_6:
if (areaNum == 5 && _gameState[187] == 0) {
playCutaway("c101b.CUT", nextCut);
}
break;
case 103:
case ROOM_FLODA_FRONTDESK:
if (areaNum == 3) {
if (_gameState[35] == 1) {
if (_gameState[VAR_BYPASS_FLODA_RECEPTIONIST] == 1) {
playCutaway("c103e.CUT", nextCut);
}
else if (_gameState[35] == 0) {
else if (_gameState[VAR_BYPASS_FLODA_RECEPTIONIST] == 0) {
playCutaway("c103b.CUT", nextCut);
_gameState[35] = 1;
_gameState[VAR_BYPASS_FLODA_RECEPTIONIST] = 1;
}
}
break;