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https://github.com/libretro/scummvm.git
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MADS: Add more friendly names for nouns
This commit is contained in:
parent
5e1eaaa6f3
commit
60b9876d81
@ -181,7 +181,7 @@ void Scene101::enter() {
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_globals._sequenceIndexes[11] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[11], false, 3, 0, 0, 0);
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_scene->_sequences.setAnimRange(_globals._sequenceIndexes[11], 17, 17);
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_scene->_hotspots.activate(NOUN_CHAIR, false);
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_chairHotspotId = _scene->_dynamicHotspots.add(0x47, 0x13F, -1, Common::Rect(159, 84, 159 + 33, 84 + 36));
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_chairHotspotId = _scene->_dynamicHotspots.add(NOUN_CHAIR, 0x13F, -1, Common::Rect(159, 84, 159 + 33, 84 + 36));
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if (_scene->_priorSceneId == 112)
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sayDang();
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} else {
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@ -2887,11 +2887,11 @@ void Scene111::enter() {
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_globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, 1);
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_globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], false, 1);
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int idx = _scene->_dynamicHotspots.add(0x1F, 0xD1, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
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int idx = _scene->_dynamicHotspots.add(NOUN_BATS, 0xD1, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(-2, 0), FACING_NONE);
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idx = _scene->_dynamicHotspots.add(0x1F, 0xD1, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
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idx = _scene->_dynamicHotspots.add(NOUN_BATS, 0xD1, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(-2, 0), FACING_NONE);
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idx = _scene->_dynamicHotspots.add(0x1F, 0xD1, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
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idx = _scene->_dynamicHotspots.add(NOUN_BATS, 0xD1, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(-2, 0), FACING_NONE);
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_launch1Fl = false;
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@ -2942,14 +2942,14 @@ void Scene111::step() {
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_scene->_sequences.remove(_globals._sequenceIndexes[4]);
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_globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 5, 1, 0, 0);
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_launch1Fl = true;
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int idx = _scene->_dynamicHotspots.add(0x1F, 0xD1, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
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int idx = _scene->_dynamicHotspots.add(NOUN_BATS, 0xD1, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(-2, 0), FACING_NONE);
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}
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if (!_launched2Fl && (_vm->getRandomNumber(1, 30000) == 1)) {
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_scene->_sequences.remove(_globals._sequenceIndexes[5]);
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_globals._sequenceIndexes[5] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 5, 1, 0, 0);
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int idx = _scene->_dynamicHotspots.add(0x1F, 0xD1, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
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int idx = _scene->_dynamicHotspots.add(NOUN_BATS, 0xD1, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(-2, 0), FACING_NONE);
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_launched2Fl = true;
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}
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@ -2518,7 +2518,7 @@ void Scene318::enter() {
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if (_game._objects.isInRoom(OBJ_SCALPEL)) {
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_globals._sequenceIndexes[3] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[3], false, 6, 0, 0, 120);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[3], 4);
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_scene->_dynamicHotspots.add(0x12C, VERB_TAKE, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.add(NOUN_SCALPEL, VERB_TAKE, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
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}
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if (_scene->_priorSceneId == 357)
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@ -4058,7 +4058,7 @@ void Scene352::putArmDown(bool corridorExit, bool doorwayExit) {
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case 2: {
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_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 6, 0, 0, 0);
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int idx = _scene->_dynamicHotspots.add(0x3B6, 0xD, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
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int idx = _scene->_dynamicHotspots.add(NOUN_GUARDS_ARM, 0xD, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(230, 117), FACING_NORTHWEST);
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_scene->changeVariant(0);
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}
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@ -4139,7 +4139,7 @@ void Scene352::enter() {
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if (_game._objects.isInRoom(OBJ_TAPE_PLAYER)) {
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_globals._sequenceIndexes[5] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 12, 0, 0, 0);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[5], 5);
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int idx = _scene->_dynamicHotspots.add(0x165, 0xD, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
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int idx = _scene->_dynamicHotspots.add(NOUN_TAPE_PLAYER, 0xD, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
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_tapePlayerHotspotIdx = _scene->_dynamicHotspots.setPosition(idx, Common::Point(84, 145), FACING_WEST);
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}
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@ -4153,7 +4153,7 @@ void Scene352::enter() {
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if (_game._objects.isInRoom(OBJ_GUARDS_ARM)) {
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_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 6, 0, 0, 0);
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int idx = _scene->_dynamicHotspots.add(0x3B6, 0xD, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
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int idx = _scene->_dynamicHotspots.add(NOUN_GUARDS_ARM, 0xD, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(230, 117), FACING_NORTHWEST);
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} else
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_mustPutArmDownFl = true;
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@ -4405,7 +4405,7 @@ void Scene352::actions() {
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_vaultOpenFl = true;
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int idx;
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if (!_globals[kHaveYourStuff]) {
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idx = _scene->_dynamicHotspots.add(0x2F4, 0xD, -1, Common::Rect(282, 87, 282 + 13, 87 + 7));
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idx = _scene->_dynamicHotspots.add(NOUN_YOUR_STUFF, 0xD, -1, Common::Rect(282, 87, 282 + 13, 87 + 7));
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_hotspot2Idx = _scene->_dynamicHotspots.setPosition(idx, Common::Point(280, 111), FACING_NORTHEAST);
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_globals._sequenceIndexes[1] = _commonSequenceIdx;
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_scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(0x102));
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@ -4414,9 +4414,9 @@ void Scene352::actions() {
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_scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(0x103));
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}
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idx = _scene->_dynamicHotspots.add(0x2F5, 0xD, -1, Common::Rect(282, 48, 282 + 36, 48 + 27));
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idx = _scene->_dynamicHotspots.add(NOUN_OTHER_STUFF, 0xD, -1, Common::Rect(282, 48, 282 + 36, 48 + 27));
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_hotspot1Idx = _scene->_dynamicHotspots.setPosition(idx, Common::Point(287, 115), FACING_NORTHEAST);
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idx = _scene->_dynamicHotspots.add(0x2F6, 0xD, -1, Common::Rect(296, 76, 296 + 11, 76 + 17));
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idx = _scene->_dynamicHotspots.add(NOUN_LAMP, 0xD, -1, Common::Rect(296, 76, 296 + 11, 76 + 17));
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_lampHostpotIdx = _scene->_dynamicHotspots.setPosition(idx, Common::Point(287, 115), FACING_NORTHEAST);
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_game._player._stepEnabled = true;
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}
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@ -4833,7 +4833,7 @@ void Scene359::enter() {
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if (_game._objects.isInRoom(OBJ_SECURITY_CARD)) {
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_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 9, 0, 0, 0);
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_cardHotspotId = _scene->_dynamicHotspots.add(0x131, 0xD, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
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_cardHotspotId = _scene->_dynamicHotspots.add(NOUN_SECURITY_CARD, 0xD, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(_cardHotspotId, Common::Point(107, 107), FACING_SOUTH);
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}
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@ -849,14 +849,14 @@ void Scene402::enter() {
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_globals._sequenceIndexes[14] = _scene->_sequences.startCycle(_globals._spriteIndexes[14], false, 1);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[14], 7);
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_scene->_sequences.setMsgPosition(_globals._sequenceIndexes[14], Common::Point(210, 80));
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int idx = _scene->_dynamicHotspots.add(0x124, 0xD1, _globals._sequenceIndexes[14], Common::Rect(0, 0, 0, 0));
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int idx = _scene->_dynamicHotspots.add(NOUN_REPAIR_LIST, 0xD1, _globals._sequenceIndexes[14], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(0, 0), FACING_NONE);
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}
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{
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_globals._sequenceIndexes[9] = _scene->_sequences.startCycle(_globals._spriteIndexes[9], false, 1);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[9], 8);
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int idx = _scene->_dynamicHotspots.add(0x30E, 0xD, _globals._sequenceIndexes[9], Common::Rect(0, 0, 0, 0));
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int idx = _scene->_dynamicHotspots.add(NOUN_BARTENDER, 0xD, _globals._sequenceIndexes[9], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(228, 83), FACING_SOUTH);
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}
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@ -864,7 +864,7 @@ void Scene402::enter() {
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_globals._sequenceIndexes[15] = _scene->_sequences.startCycle(_globals._spriteIndexes[15], false, 1);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[15], 8);
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_scene->_sequences.setMsgPosition(_globals._sequenceIndexes[15], Common::Point(250, 80));
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int idx = _scene->_dynamicHotspots.add(0x5C, 0x4, _globals._sequenceIndexes[15], Common::Rect(0, 0, 0, 0));
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int idx = _scene->_dynamicHotspots.add(NOUN_CREDIT_CHIP, 0x4, _globals._sequenceIndexes[15], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(0, 0), FACING_NONE);
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}
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@ -926,7 +926,7 @@ void Scene402::step() {
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_globals._sequenceIndexes[10] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[10], false, 7, 0, 0, 0);
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_scene->_sequences.setAnimRange(_globals._sequenceIndexes[10], 3, 4);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[10], 8);
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int idx = _scene->_dynamicHotspots.add(0x30E, 0xD, _globals._sequenceIndexes[10], Common::Rect(0, 0, 0, 0));
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int idx = _scene->_dynamicHotspots.add(NOUN_BARTENDER, 0xD, _globals._sequenceIndexes[10], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(228, 83), FACING_SOUTH);
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_bartenderTalking = true;
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if (_talkTimer > 1000)
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@ -939,7 +939,7 @@ void Scene402::step() {
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if ((_game._trigger == 101) && _bartenderTalking) {
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_scene->_sequences.remove(_globals._sequenceIndexes[10]);
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_globals._sequenceIndexes[9] = _scene->_sequences.startCycle(_globals._spriteIndexes[9], false, 1);
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int idx = _scene->_dynamicHotspots.add(0x30E, 0xD, _globals._sequenceIndexes[9], Common::Rect(0, 0, 0, 0));
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int idx = _scene->_dynamicHotspots.add(NOUN_BARTENDER, 0xD, _globals._sequenceIndexes[9], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(228, 83), FACING_SOUTH);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[9], 8);
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_bartenderSteady = true;
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@ -1068,7 +1068,7 @@ void Scene402::step() {
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_globals._sequenceIndexes[15] = _scene->_sequences.startCycle(_globals._spriteIndexes[15], false, 1);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[15], 8);
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_scene->_sequences.setMsgPosition(_globals._sequenceIndexes[15], Common::Point(250, 80));
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int idx = _scene->_dynamicHotspots.add(0x5C, 0x4, _globals._sequenceIndexes[15], Common::Rect(0, 0, 0, 0));
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int idx = _scene->_dynamicHotspots.add(NOUN_CREDIT_CHIP, 0x4, _globals._sequenceIndexes[15], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(0, 0), FACING_NONE);
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}
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break;
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@ -1101,7 +1101,7 @@ void Scene402::step() {
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int seqIdx = _globals._sequenceIndexes[12];
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_globals._sequenceIndexes[9] = _scene->_sequences.startCycle(_globals._spriteIndexes[9], false, 1);
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_bartenderSteady = true;
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int idx = _scene->_dynamicHotspots.add(0x30E, 0xD, _globals._sequenceIndexes[9], Common::Rect(0, 0, 0, 0));
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int idx = _scene->_dynamicHotspots.add(NOUN_BARTENDER, 0xD, _globals._sequenceIndexes[9], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(228, 83), FACING_SOUTH);
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_scene->_sequences.updateTimeout(_globals._sequenceIndexes[9], seqIdx);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[9], 8);
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@ -1179,7 +1179,7 @@ void Scene402::step() {
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case 91: {
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_scene->_sequences.remove(_globals._sequenceIndexes[9]);
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_globals._sequenceIndexes[9] = _scene->_sequences.startCycle(_globals._spriteIndexes[9], false, 1);
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int idx = _scene->_dynamicHotspots.add(0x30E, 0xD, _globals._sequenceIndexes[9], Common::Rect(0, 0, 0, 0));
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int idx = _scene->_dynamicHotspots.add(NOUN_BARTENDER, 0xD, _globals._sequenceIndexes[9], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(228, 83), FACING_SOUTH);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[9], 8);
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_bartenderSteady = true;
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@ -1271,7 +1271,7 @@ void Scene402::step() {
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case 1: {
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_globals._sequenceIndexes[10] = _scene->_sequences.startCycle(_globals._spriteIndexes[10], false, 4);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[10], 8);
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int idx = _scene->_dynamicHotspots.add(0x30E, 0xD, _globals._sequenceIndexes[10], Common::Rect(0, 0, 0, 0));
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int idx = _scene->_dynamicHotspots.add(NOUN_BARTENDER, 0xD, _globals._sequenceIndexes[10], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(228, 83), FACING_SOUTH);
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_bartenderHandsHips = true;
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}
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@ -1280,7 +1280,7 @@ void Scene402::step() {
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case 2: {
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_globals._sequenceIndexes[11] = _scene->_sequences.startCycle(_globals._spriteIndexes[11], false, 2);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[11], 8);
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int idx = _scene->_dynamicHotspots.add(0x30E, 0xD, _globals._sequenceIndexes[11], Common::Rect(0, 0, 0, 0));
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int idx = _scene->_dynamicHotspots.add(NOUN_BARTENDER, 0xD, _globals._sequenceIndexes[11], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(228, 83), FACING_SOUTH);
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_bartenderLooksLeft = true;
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}
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@ -1289,7 +1289,7 @@ void Scene402::step() {
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case 3: {
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_globals._sequenceIndexes[9] = _scene->_sequences.startCycle(_globals._spriteIndexes[9], false, 1);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[9], 8);
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int idx = _scene->_dynamicHotspots.add(0x30E, 0xD, _globals._sequenceIndexes[9], Common::Rect(0, 0, 0, 0));
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int idx = _scene->_dynamicHotspots.add(NOUN_BARTENDER, 0xD, _globals._sequenceIndexes[9], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(228, 83), FACING_SOUTH);
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_bartenderSteady = true;
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}
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@ -1582,7 +1582,7 @@ void Scene402::step() {
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_scene->_sequences.remove(_globals._sequenceIndexes[10]);
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_bartenderHandsHips = false;
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_globals._sequenceIndexes[9] = _scene->_sequences.startCycle(_globals._spriteIndexes[9], false, 1);
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int idx = _scene->_dynamicHotspots.add(0x30E, 0xD, _globals._sequenceIndexes[9], Common::Rect(0, 0, 0, 0));
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int idx = _scene->_dynamicHotspots.add(NOUN_BARTENDER, 0xD, _globals._sequenceIndexes[9], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(228, 83), FACING_SOUTH);
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_bartenderSteady = true;
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_scene->_sequences.setDepth(_globals._sequenceIndexes[9], 8);
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@ -1590,7 +1590,7 @@ void Scene402::step() {
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_scene->_sequences.remove(_globals._sequenceIndexes[11]);
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_bartenderLooksLeft = false;
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_globals._sequenceIndexes[9] = _scene->_sequences.startCycle(_globals._spriteIndexes[9], false, 1);
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int idx = _scene->_dynamicHotspots.add(0x30E, 0xD, _globals._sequenceIndexes[9], Common::Rect(0, 0, 0, 0));
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int idx = _scene->_dynamicHotspots.add(NOUN_BARTENDER, 0xD, _globals._sequenceIndexes[9], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(228, 83), FACING_SOUTH);
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_bartenderSteady = true;
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_scene->_sequences.setDepth(_globals._sequenceIndexes[9], 8);
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@ -2863,7 +2863,7 @@ void Scene408::enter() {
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if (_game._objects.isInRoom(OBJ_TARGET_MODULE)) {
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_globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 1);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[2], 3);
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int idx = _scene->_dynamicHotspots.add(0x167, 0xD, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
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int idx = _scene->_dynamicHotspots.add(NOUN_TARGET_MODULE, 0xD, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(283, 128), FACING_NORTHEAST);
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}
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sceneEntrySound();
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@ -3557,21 +3557,21 @@ void Scene411::enter() {
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if (_game._objects.isInRoom(OBJ_FORMALDEHYDE)) {
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_globals._sequenceIndexes[7] = _scene->_sequences.startCycle(_globals._spriteIndexes[7], false, 1);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[7], 1);
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int idx = _scene->_dynamicHotspots.add(0x2D6, VERB_WALKTO, _globals._sequenceIndexes[7], Common::Rect(0, 0, 0, 0));
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int idx = _scene->_dynamicHotspots.add(NOUN_FORMALDEHYDE, VERB_WALKTO, _globals._sequenceIndexes[7], Common::Rect(0, 0, 0, 0));
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_scene->_dynamicHotspots.setPosition(idx, Common::Point(206, 145), FACING_SOUTHEAST);
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}
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if (_game._objects.isInRoom(OBJ_PETROX)) {
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_globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], false, 1);
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_scene->_sequences.setDepth(_globals._sequenceIndexes[5], 8);
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int idx = _scene->_dynamicHotspots.add(0x2D7, VERB_WALKTO, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_PETROX, VERB_WALKTO, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(186, 112), FACING_NORTHEAST);
|
||||
}
|
||||
|
||||
if (_game._objects.isInRoom(OBJ_LECITHIN)) {
|
||||
_globals._sequenceIndexes[6] = _scene->_sequences.startCycle(_globals._spriteIndexes[6], false, 1);
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[6], 8);
|
||||
int idx = _scene->_dynamicHotspots.add(0x3A9, VERB_WALKTO, _globals._sequenceIndexes[6], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_LECITHIN, VERB_WALKTO, _globals._sequenceIndexes[6], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(220, 121), FACING_NORTHEAST);
|
||||
}
|
||||
|
||||
|
@ -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]) {
|
||||
|
@ -97,7 +97,7 @@ void Scene601::enter() {
|
||||
|
||||
if (_globals[kLaserHoleIsThere]) {
|
||||
_globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, -2);
|
||||
_scene->_dynamicHotspots.add(0x343, 0xD1, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.add(NOUN_LASER_BEAM, 0xD1, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
}
|
||||
|
||||
_globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, -1);
|
||||
@ -240,7 +240,7 @@ void Scene602::enter() {
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[1], 9);
|
||||
_globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, 1);
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[4], 9);
|
||||
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(80, 134), FACING_NORTHEAST);
|
||||
_scene->changeVariant(1);
|
||||
} else
|
||||
@ -262,7 +262,7 @@ void Scene602::enter() {
|
||||
|
||||
_lastSequenceIdx = _scene->_sequences.startCycle(_lastSpriteIdx, false, _cycleIndex);
|
||||
_scene->_sequences.setDepth(_lastSequenceIdx, 14);
|
||||
int idx = _scene->_dynamicHotspots.add(0x3D3, VERB_WALKTO, _lastSequenceIdx, Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_SAFE, VERB_WALKTO, _lastSequenceIdx, Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(185, 113), FACING_NORTHWEST);
|
||||
|
||||
if (_game._objects.isInRoom(OBJ_DOOR_KEY)) {
|
||||
@ -346,7 +346,7 @@ void Scene602::handleSafeActions() {
|
||||
_lastSequenceIdx = _scene->_sequences.startCycle(_lastSpriteIdx, false, _cycleIndex);
|
||||
_scene->_sequences.setDepth(_lastSequenceIdx, 14);
|
||||
_scene->_sequences.updateTimeout(_lastSequenceIdx, synxIdx);
|
||||
int idx = _scene->_dynamicHotspots.add(0x3D3, VERB_WALKTO, _lastSequenceIdx, Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_SAFE, VERB_WALKTO, _lastSequenceIdx, Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(185, 113), FACING_NORTHWEST);
|
||||
if (_safeMode == 3) {
|
||||
_scene->_kernelMessages.reset();
|
||||
@ -419,11 +419,11 @@ void Scene602::actions() {
|
||||
_lastSpriteIdx = _globals._spriteIndexes[3];
|
||||
_lastSequenceIdx = _scene->_sequences.startCycle(_lastSpriteIdx, false, -1);
|
||||
_scene->_sequences.setDepth(_lastSequenceIdx, 14);
|
||||
int idx = _scene->_dynamicHotspots.add(0x3D3, VERB_WALKTO, _lastSequenceIdx, Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_SAFE, VERB_WALKTO, _lastSequenceIdx, Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(185, 113), FACING_NORTHWEST);
|
||||
_globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, 1);
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[4], 9);
|
||||
idx = _scene->_dynamicHotspots.add(0x343, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
|
||||
idx = _scene->_dynamicHotspots.add(NOUN_LASER_BEAM, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(80, 134), FACING_NORTHEAST);
|
||||
_scene->_sequences.addTimer(60, 2);
|
||||
}
|
||||
@ -544,7 +544,7 @@ void Scene603::enter() {
|
||||
_globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('c', -1));
|
||||
_globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, -1);
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[1], 1);
|
||||
_compactCaseHotspotId = _scene->_dynamicHotspots.add(0x57, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
_compactCaseHotspotId = _scene->_dynamicHotspots.add(NOUN_COMPACT_CASE, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(_compactCaseHotspotId, Common::Point(250, 152), FACING_SOUTHEAST);
|
||||
}
|
||||
|
||||
@ -553,7 +553,7 @@ void Scene603::enter() {
|
||||
_globals._spriteIndexes[2] = _scene->_sprites.addSprites(formAnimName('p', -1));
|
||||
_globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, -1);
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[2], 14);
|
||||
_noteHotspotId = _scene->_dynamicHotspots.add(0x3A8, VERB_WALKTO, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
|
||||
_noteHotspotId = _scene->_dynamicHotspots.add(NOUN_NOTE, VERB_WALKTO, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(_noteHotspotId, Common::Point(242, 118), FACING_NORTHEAST);
|
||||
}
|
||||
|
||||
@ -688,7 +688,7 @@ void Scene604::enter() {
|
||||
|
||||
if (_globals[kTimebombStatus] == 1) {
|
||||
_globals._sequenceIndexes[6] = _scene->_sequences.startCycle(_globals._spriteIndexes[6], false, -1);
|
||||
_timebombHotspotId = _scene->_dynamicHotspots.add(0x171, VERB_WALKTO, _globals._sequenceIndexes[6], Common::Rect(0, 0, 0, 0));
|
||||
_timebombHotspotId = _scene->_dynamicHotspots.add(NOUN_TIMEBOMB, VERB_WALKTO, _globals._sequenceIndexes[6], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(_timebombHotspotId, Common::Point(166, 118), FACING_NORTHEAST);
|
||||
}
|
||||
|
||||
@ -820,7 +820,7 @@ void Scene604::handleBombActions() {
|
||||
|
||||
case 1:
|
||||
_globals._sequenceIndexes[6] = _scene->_sequences.startCycle(_globals._spriteIndexes[6], false, -1);
|
||||
_timebombHotspotId = _scene->_dynamicHotspots.add(0x171, VERB_WALKTO, _globals._sequenceIndexes[6], Common::Rect(0, 0, 0, 0));
|
||||
_timebombHotspotId = _scene->_dynamicHotspots.add(NOUN_TIMEBOMB, VERB_WALKTO, _globals._sequenceIndexes[6], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(_timebombHotspotId, Common::Point(166, 118), FACING_NORTHEAST);
|
||||
_game._objects.setRoom(OBJ_TIMEBOMB, _scene->_currentSceneId);
|
||||
break;
|
||||
@ -1429,7 +1429,7 @@ void Scene608::setup() {
|
||||
|
||||
void Scene608::resetDogVariables() {
|
||||
_globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], false, 1);
|
||||
int idx = _scene->_dynamicHotspots.add(0x471, VERB_WALKTO, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_OBNOXIOUS_DOG, VERB_WALKTO, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(194, 142), FACING_EAST);
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[5], 4);
|
||||
_dogBarkingFl = false;
|
||||
@ -1542,7 +1542,7 @@ void Scene608::enter() {
|
||||
if (_game._objects.isInRoom(OBJ_POLYCEMENT)) {
|
||||
_globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('g', -1));
|
||||
_globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, 1);
|
||||
int idx = _scene->_dynamicHotspots.add(0x115, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_POLYCEMENT, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
_polycementHotspotId = _scene->_dynamicHotspots.setPosition(idx, Common::Point(249, 129), FACING_NORTHEAST);
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[1], 6);
|
||||
}
|
||||
@ -1550,7 +1550,7 @@ void Scene608::enter() {
|
||||
if (_game._objects.isInRoom(OBJ_REARVIEW_MIRROR)) {
|
||||
_globals._spriteIndexes[12] = _scene->_sprites.addSprites(formAnimName('m', -1));
|
||||
_globals._sequenceIndexes[12] = _scene->_sequences.startCycle(_globals._spriteIndexes[12], false, 1);
|
||||
int idx = _scene->_dynamicHotspots.add(0x120, VERB_WALKTO, _globals._sequenceIndexes[12], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_REARVIEW_MIRROR, VERB_WALKTO, _globals._sequenceIndexes[12], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(71, 113), FACING_NORTHEAST);
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[12], 15);
|
||||
}
|
||||
@ -1594,14 +1594,14 @@ void Scene608::enter() {
|
||||
_carMode = 0;
|
||||
_dogDeathMode = 0;
|
||||
_resetPositionsFl = false;
|
||||
int idx = _scene->_dynamicHotspots.add(0x324, VERB_WALKTO, -1, Common::Rect(99, 69, 99 + 82, 69 + 25));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_CAR, VERB_WALKTO, -1, Common::Rect(99, 69, 99 + 82, 69 + 25));
|
||||
_carHotspotId = _scene->_dynamicHotspots.setPosition(idx, Common::Point(96, 132), FACING_NORTHEAST);
|
||||
_scene->loadAnimation(formAnimName('A', -1));
|
||||
} else if (_globals[kCarStatus] == 3) {
|
||||
_carMode = 0;
|
||||
_dogDeathMode = 0;
|
||||
_resetPositionsFl = false;
|
||||
int idx = _scene->_dynamicHotspots.add(0x324, VERB_WALKTO, -1, Common::Rect(100, 100, 100 + 82, 100 + 25));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_CAR, VERB_WALKTO, -1, Common::Rect(100, 100, 100 + 82, 100 + 25));
|
||||
_carHotspotId = _scene->_dynamicHotspots.setPosition(idx, Common::Point(96, 132), FACING_NORTHEAST);
|
||||
_scene->loadAnimation(formAnimName('A', -1));
|
||||
_scene->_activeAnimation->setCurrentFrame(6);
|
||||
@ -1609,21 +1609,21 @@ void Scene608::enter() {
|
||||
_carMode = 2;
|
||||
_dogDeathMode = 0;
|
||||
_resetPositionsFl = false;
|
||||
int idx = _scene->_dynamicHotspots.add(0x324, VERB_WALKTO, -1, Common::Rect(99, 69, 99 + 82, 69 + 25));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_CAR, VERB_WALKTO, -1, Common::Rect(99, 69, 99 + 82, 69 + 25));
|
||||
_carHotspotId = _scene->_dynamicHotspots.setPosition(idx, Common::Point(96, 132), FACING_NORTHEAST);
|
||||
_scene->loadAnimation(formAnimName('C', -1));
|
||||
} else if (_globals[kCarStatus] == 2) {
|
||||
_carMode = 1;
|
||||
_dogDeathMode = 2;
|
||||
_resetPositionsFl = true;
|
||||
int idx = _scene->_dynamicHotspots.add(0x324, VERB_WALKTO, -1, Common::Rect(99, 69, 99 + 82, 69 + 25));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_CAR, VERB_WALKTO, -1, Common::Rect(99, 69, 99 + 82, 69 + 25));
|
||||
_carHotspotId = _scene->_dynamicHotspots.setPosition(idx, Common::Point(96, 132), FACING_NORTHEAST);
|
||||
_scene->loadAnimation(formAnimName('B', -1));
|
||||
} else {
|
||||
_carMode = 3;
|
||||
_dogDeathMode = 2;
|
||||
_resetPositionsFl = true;
|
||||
int idx = _scene->_dynamicHotspots.add(0x324, VERB_WALKTO, -1, Common::Rect(100, 100, 100 + 82, 100 + 25));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_CAR, VERB_WALKTO, -1, Common::Rect(100, 100, 100 + 82, 100 + 25));
|
||||
_carHotspotId = _scene->_dynamicHotspots.setPosition(idx, Common::Point(96, 132), FACING_NORTHEAST);
|
||||
_scene->loadAnimation(formAnimName('D', -1));
|
||||
}
|
||||
@ -1688,7 +1688,7 @@ void Scene608::step() {
|
||||
_scene->_sequences.remove(_globals._sequenceIndexes[5]);
|
||||
_globals._sequenceIndexes[5] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[5], false, 5, 8, 0, 0);
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[5], 4);
|
||||
int idx = _scene->_dynamicHotspots.add(0x471, VERB_WALKTO, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_OBNOXIOUS_DOG, VERB_WALKTO, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(194, 142), FACING_EAST);
|
||||
_barkCount = 0;
|
||||
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[5], SEQUENCE_TRIGGER_SPRITE, 2, 100);
|
||||
@ -2140,7 +2140,7 @@ void Scene608::actions() {
|
||||
_scene->_sequences.addTimer(1, 2);
|
||||
else {
|
||||
_scene->_dynamicHotspots.remove(_carHotspotId);
|
||||
int idx = _scene->_dynamicHotspots.add(0x324, VERB_WALKTO, -1, Common::Rect(100, 100, 100 + 82, 100 + 25));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_CAR, VERB_WALKTO, -1, Common::Rect(100, 100, 100 + 82, 100 + 25));
|
||||
_carHotspotId = _scene->_dynamicHotspots.setPosition(idx, Common::Point(96, 132), FACING_NORTHEAST);
|
||||
if (_globals[kCarStatus] == 1)
|
||||
_scene->_sequences.addTimer(120, 3);
|
||||
@ -2208,7 +2208,7 @@ void Scene608::actions() {
|
||||
_dogDeathMode = 2;
|
||||
}
|
||||
_scene->_dynamicHotspots.remove(_carHotspotId);
|
||||
int idx = _scene->_dynamicHotspots.add(0x324, VERB_WALKTO, -1, Common::Rect(99, 69, 99 + 82, 69 + 25));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_CAR, VERB_WALKTO, -1, Common::Rect(99, 69, 99 + 82, 69 + 25));
|
||||
_carHotspotId = _scene->_dynamicHotspots.setPosition(idx, Common::Point(96, 132), FACING_NORTHEAST);
|
||||
_game._player._stepEnabled = true;
|
||||
}
|
||||
@ -2724,7 +2724,7 @@ void Scene610::enter() {
|
||||
|
||||
if (_game._objects[OBJ_PHONE_HANDSET]._roomNumber == _scene->_currentSceneId) {
|
||||
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 9, 0, 0, 0);
|
||||
_handsetHotspotId = _scene->_dynamicHotspots.add(0x108, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
_handsetHotspotId = _scene->_dynamicHotspots.add(NOUN_PHONE_HANDSET, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(_handsetHotspotId, Common::Point(132, 121), FACING_NORTHWEST);
|
||||
if ((_globals[kHandsetCellStatus] == 2) && (_game._difficulty == DIFFICULTY_HARD) && !_globals[kDurafailRecharged])
|
||||
_globals[kHandsetCellStatus] = 1;
|
||||
@ -2810,7 +2810,7 @@ void Scene610::actions() {
|
||||
|
||||
case 1:
|
||||
_globals._sequenceIndexes[1] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[1], false, 9, 0, 0, 0);
|
||||
_handsetHotspotId = _scene->_dynamicHotspots.add(0x108, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
_handsetHotspotId = _scene->_dynamicHotspots.add(NOUN_PHONE_HANDSET, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(_handsetHotspotId, Common::Point(132, 121), FACING_NORTHWEST);
|
||||
_game._objects.setRoom(OBJ_PHONE_HANDSET, _scene->_currentSceneId);
|
||||
break;
|
||||
@ -3808,7 +3808,7 @@ void Scene611::step() {
|
||||
} else if (_game._trigger == 81) {
|
||||
int syncId = _globals._sequenceIndexes[1];
|
||||
_globals._sequenceIndexes[1] = _scene->_sequences.startReverseCycle(_globals._spriteIndexes[1], false, 20, 0, 0, 0);
|
||||
int idx = _scene->_dynamicHotspots.add(0x275, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_RAT, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
_ratHotspotId = _scene->_dynamicHotspots.setPosition(idx, Common::Point(272, 154), FACING_SOUTHEAST);
|
||||
_scene->_sequences.setAnimRange(_globals._sequenceIndexes[1], 9, 10);
|
||||
_scene->_sequences.updateTimeout(_globals._sequenceIndexes[1], syncId);
|
||||
@ -4329,7 +4329,7 @@ void Scene612::enter() {
|
||||
_globals._spriteIndexes[5] = _scene->_sprites.addSprites(formAnimName('f', -1));
|
||||
_globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], false, -1);
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[5], 1);
|
||||
int idx = _scene->_dynamicHotspots.add(0x87, VERB_WALKTO, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_FISHING_LINE, VERB_WALKTO, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(34, 117), FACING_SOUTHEAST);
|
||||
}
|
||||
|
||||
|
@ -1168,7 +1168,7 @@ void Scene704::enter() {
|
||||
_scene->_sequences.setMsgPosition(_globals._sequenceIndexes[1], Common::Point(190, 122));
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[1], 2);
|
||||
}
|
||||
int idx = _scene->_dynamicHotspots.add(0x2D, 0xD1, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_BONES, 0xD1, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
_bottleHotspotId = _scene->_dynamicHotspots.setPosition(idx, Common::Point(-2, 0), FACING_NONE);
|
||||
}
|
||||
|
||||
@ -1730,7 +1730,7 @@ void Scene706::handleTakeVase() {
|
||||
_globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, 1);
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[4], 4);
|
||||
_scene->_sequences.setMsgPosition(_globals._sequenceIndexes[4], Common::Point(195, 99));
|
||||
int idx = _scene->_dynamicHotspots.add(0x2E, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_BOTTLE, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(175, 124), FACING_SOUTHEAST);
|
||||
_game._objects.setRoom(OBJ_BOTTLE, _scene->_currentSceneId);
|
||||
}
|
||||
@ -1756,13 +1756,13 @@ void Scene706::enter() {
|
||||
_globals._spriteIndexes[1] = _scene->_sprites.addSprites(formAnimName('v', -1));
|
||||
_globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, 1);
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[1], 4);
|
||||
int idx = _scene->_dynamicHotspots.add(0x17D, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_VASE, VERB_WALKTO, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
_vaseHotspotId = _scene->_dynamicHotspots.setPosition(idx, Common::Point(175, 124), FACING_SOUTHEAST);
|
||||
} else if (_game._objects.isInRoom(OBJ_BOTTLE)) {
|
||||
_globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, 1);
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[4], 4);
|
||||
_scene->_sequences.setMsgPosition(_globals._sequenceIndexes[4], Common::Point(195, 99));
|
||||
int idx = _scene->_dynamicHotspots.add(0x2E, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_BOTTLE, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(175, 124), FACING_SOUTHEAST);
|
||||
}
|
||||
|
||||
@ -1836,7 +1836,7 @@ void Scene706::step() {
|
||||
_globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, 1);
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[4], 4);
|
||||
_scene->_sequences.setMsgPosition(_globals._sequenceIndexes[4], Common::Point(195, 99));
|
||||
int idx = _scene->_dynamicHotspots.add(0x2E, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_BOTTLE, VERB_WALKTO, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(175, 124), FACING_SOUTHEAST);
|
||||
}
|
||||
}
|
||||
@ -2101,7 +2101,7 @@ void Scene751::enter() {
|
||||
if (_globals[kLineStatus] == 2 || _globals[kLineStatus] == 3) {
|
||||
_globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, -1);
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[3], 7);
|
||||
int idx = _scene->_dynamicHotspots.add(0x87, 0xD, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_FISHING_LINE, 0xD, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(268, 140), FACING_NORTHWEST);
|
||||
}
|
||||
|
||||
@ -2135,7 +2135,7 @@ void Scene751::enter() {
|
||||
} else if (_globals[kLineStatus] == 2) {
|
||||
_globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, -1);
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[3], 7);
|
||||
int idx = _scene->_dynamicHotspots.add(0x87, 0xD, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_FISHING_LINE, 0xD, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(268, 140), FACING_NORTHWEST);
|
||||
}
|
||||
|
||||
@ -2359,7 +2359,7 @@ void Scene751::actions() {
|
||||
_game._player._visible = true;
|
||||
_globals._sequenceIndexes[3] = _scene->_sequences.startCycle(_globals._spriteIndexes[3], false, -1);
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[3], 7);
|
||||
int idx = _scene->_dynamicHotspots.add(0x87, 0xD, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_FISHING_LINE, 0xD, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(268, 140), FACING_NORTHWEST);
|
||||
_scene->_kernelMessages.reset();
|
||||
_game._objects.setRoom(OBJ_FISHING_LINE, _scene->_currentSceneId);
|
||||
@ -2435,7 +2435,7 @@ void Scene752::enter() {
|
||||
_globals._spriteIndexes[13] = _scene->_sprites.addSprites(formAnimName('i', -1));
|
||||
_globals._sequenceIndexes[13] = _scene->_sequences.startCycle(_globals._spriteIndexes[13], false, 1);
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[13], 8);
|
||||
int idx = _scene->_dynamicHotspots.add(0xB3, VERB_WALKTO, _globals._sequenceIndexes[13], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_ID_CARD, VERB_WALKTO, _globals._sequenceIndexes[13], Common::Rect(0, 0, 0, 0));
|
||||
_cardId = _scene->_dynamicHotspots.setPosition(idx, Common::Point(234, 135), FACING_NORTH);
|
||||
}
|
||||
|
||||
|
@ -353,14 +353,14 @@ void Scene802::enter() {
|
||||
if ((_globals[kRemoteOnGround]) && (!_game._objects.isInInventory(OBJ_REMOTE))) {
|
||||
_globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, 1);
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[4], 8);
|
||||
int idx = _scene->_dynamicHotspots.add(0x123, 0xD,_globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_REMOTE, 0xD,_globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(107, 99), FACING_NORTH);
|
||||
}
|
||||
|
||||
if (!_game._objects.isInInventory(OBJ_SHIELD_MODULATOR) && !_globals[kShieldModInstalled]) {
|
||||
_globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, 1);
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[1], 8);
|
||||
int idx = _scene->_dynamicHotspots.add(0x137, 0xD, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_SHIELD_MODULATOR, 0xD, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(93, 97), FACING_NORTH);
|
||||
}
|
||||
sceneEntrySound();
|
||||
@ -378,7 +378,7 @@ void Scene802::step() {
|
||||
if (_game._trigger == 71) {
|
||||
_globals._sequenceIndexes[4] = _scene->_sequences.startCycle(_globals._spriteIndexes[4], false, 1);
|
||||
_scene->_sequences.setDepth(_globals._sequenceIndexes[4], 8);
|
||||
int idx = _scene->_dynamicHotspots.add(0x123, 0xD, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_REMOTE, 0xD, _globals._sequenceIndexes[4], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(107, 99), FACING_NORTH);
|
||||
|
||||
_globals[kRemoteSequenceRan] = true;
|
||||
@ -535,7 +535,7 @@ void Scene803::enter() {
|
||||
if (_globals[kHoppyDead]) {
|
||||
_globals._spriteIndexes[7] = _scene->_sprites.addSprites(formAnimName('e', 1));
|
||||
_globals._sequenceIndexes[7] = _scene->_sequences.startCycle(_globals._spriteIndexes[7], false, 1);
|
||||
int idx = _scene->_dynamicHotspots.add(0x472, 0xD, _globals._sequenceIndexes[7], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_GUTS, 0xD, _globals._sequenceIndexes[7], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(66, 123), FACING_SOUTH);
|
||||
}
|
||||
|
||||
@ -627,7 +627,7 @@ void Scene803::step() {
|
||||
_scene->_sequences.addSubEntry(_globals._sequenceIndexes[5],SEQUENCE_TRIGGER_EXPIRE, 0, 101);
|
||||
} else {
|
||||
_globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], false, -2);
|
||||
int idx = _scene->_dynamicHotspots.add(0x472, 0xD, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_GUTS, 0xD, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(66, 123), FACING_SOUTH);
|
||||
_vm->_sound->command(16);
|
||||
_globals[kCameFromCut] = true;
|
||||
@ -646,7 +646,7 @@ void Scene803::step() {
|
||||
|
||||
if (_game._trigger == 101) {
|
||||
_globals._sequenceIndexes[5] = _scene->_sequences.startCycle(_globals._spriteIndexes[5], false, -2);
|
||||
int idx = _scene->_dynamicHotspots.add(0x472, 0xD, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_GUTS, 0xD, _globals._sequenceIndexes[5], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(66, 123), FACING_SOUTH);
|
||||
_vm->_sound->command(16);
|
||||
_globals[kCameFromCut] = true;
|
||||
@ -1075,14 +1075,14 @@ void Scene805::enter() {
|
||||
if (_globals[kShieldModInstalled]) {
|
||||
_scene->_hotspots.activate(OBJ_SHIELD_MODULATOR, false);
|
||||
_globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, 25);
|
||||
int idx = _scene->_dynamicHotspots.add(0x137, 0x476, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_SHIELD_MODULATOR, 0x476, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(0, 0), FACING_DUMMY);
|
||||
}
|
||||
|
||||
if (_globals[kTargetModInstalled]) {
|
||||
_scene->_hotspots.activate(OBJ_TARGET_MODULE, false);
|
||||
_globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 12);
|
||||
int idx = _scene->_dynamicHotspots.add(0x167, 0x476, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_TARGET_MODULE, 0x476, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(0, 0), FACING_DUMMY);
|
||||
}
|
||||
|
||||
@ -1093,7 +1093,7 @@ void Scene805::step() {
|
||||
if (_game._trigger == 70) {
|
||||
_scene->_hotspots.activate(OBJ_SHIELD_MODULATOR, false);
|
||||
_globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, 25);
|
||||
int idx = _scene->_dynamicHotspots.add(0x137, 0x476, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_SHIELD_MODULATOR, 0x476, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(0, 0), FACING_DUMMY);
|
||||
_globals[kShieldModInstalled] = true;
|
||||
_game._objects.setRoom(OBJ_SHIELD_MODULATOR, NOWHERE);
|
||||
@ -1104,7 +1104,7 @@ void Scene805::step() {
|
||||
if (_game._trigger == 80) {
|
||||
_scene->_hotspots.activate(OBJ_TARGET_MODULE, false);
|
||||
_globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, 12);
|
||||
int idx = _scene->_dynamicHotspots.add(0x167, 0x476, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
|
||||
int idx = _scene->_dynamicHotspots.add(NOUN_TARGET_MODULE, 0x476, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
|
||||
_scene->_dynamicHotspots.setPosition(idx, Common::Point(0, 0), FACING_DUMMY);
|
||||
_globals[kTargetModInstalled] = true;
|
||||
_game._objects.setRoom(OBJ_TARGET_MODULE, NOWHERE);
|
||||
|
Loading…
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Reference in New Issue
Block a user