TSAGE: R2R - Rename actors in scene 1500

This commit is contained in:
Strangerke 2013-11-03 22:58:25 +01:00
parent a6ca886bc5
commit cc55afd845
2 changed files with 42 additions and 42 deletions

View File

@ -6906,49 +6906,49 @@ void Scene1500::postInit(SceneObjectList *OwnerList) {
R2_GLOBALS._player.hide(); R2_GLOBALS._player.hide();
R2_GLOBALS._player.disableControl(); R2_GLOBALS._player.disableControl();
_actor2.postInit(); _starshipShadow.postInit();
_actor2.setup(1401, 1, 1); _starshipShadow.setup(1401, 1, 1);
_actor2._effect = 5; _starshipShadow._effect = 5;
_actor2.fixPriority(10); _starshipShadow.fixPriority(10);
_actor2._field9C = _field312; _starshipShadow._field9C = _field312;
_actor1.postInit(); _starship.postInit();
_actor1.setup(1400, 1, 1); _starship.setup(1400, 1, 1);
_actor1._moveDiff = Common::Point(1, 1); _starship._moveDiff = Common::Point(1, 1);
_actor1._linkedActor = &_actor2; _starship._linkedActor = &_starshipShadow;
if (R2_GLOBALS._sceneManager._previousScene != 1010) { if (R2_GLOBALS._sceneManager._previousScene != 1010) {
_actor4.postInit(); _smallShipShadow.postInit();
_actor4.setup(1401, 2, 1); _smallShipShadow.setup(1401, 2, 1);
_actor4._effect = 5; _smallShipShadow._effect = 5;
_actor4.fixPriority(10); _smallShipShadow.fixPriority(10);
_actor4._field9C = _field312; _smallShipShadow._field9C = _field312;
_actor3.postInit(); _smallShip.postInit();
_actor3._moveRate = 30; _smallShip._moveRate = 30;
_actor3._moveDiff = Common::Point(1, 1); _smallShip._moveDiff = Common::Point(1, 1);
_actor3._linkedActor = &_actor4; _smallShip._linkedActor = &_smallShipShadow;
} }
if (R2_GLOBALS._sceneManager._previousScene == 300) { if (R2_GLOBALS._sceneManager._previousScene == 300) {
_actor1.setPosition(Common::Point(189, 139), 5); _starship.setPosition(Common::Point(189, 139), 5);
_actor3.setup(1400, 1, 2); _smallShip.setup(1400, 1, 2);
_actor3.setPosition(Common::Point(148, 108), 0); _smallShip.setPosition(Common::Point(148, 108), 0);
_sceneMode = 20; _sceneMode = 20;
R2_GLOBALS._sound1.play(110); R2_GLOBALS._sound1.play(110);
} else if (R2_GLOBALS._sceneManager._previousScene == 1550) { } else if (R2_GLOBALS._sceneManager._previousScene == 1550) {
_actor1.setPosition(Common::Point(189, 139), 5); _starship.setPosition(Common::Point(189, 139), 5);
_actor3.setup(1400, 2, 1); _smallShip.setup(1400, 2, 1);
_actor3.changeZoom(-1); _smallShip.changeZoom(-1);
_actor3.setPosition(Common::Point(298, 258), 5); _smallShip.setPosition(Common::Point(298, 258), 5);
_sceneMode = 10; _sceneMode = 10;
R2_GLOBALS._sound1.play(106); R2_GLOBALS._sound1.play(106);
} else { } else {
_actor1.setPosition(Common::Point(289, 239), -30); _starship.setPosition(Common::Point(289, 239), -30);
_sceneMode = 0; _sceneMode = 0;
R2_GLOBALS._sound1.play(102); R2_GLOBALS._sound1.play(102);
} }
@ -6970,8 +6970,8 @@ void Scene1500::signal() {
setAction(&_sequenceManager, this, 1, &R2_GLOBALS._player, NULL); setAction(&_sequenceManager, this, 1, &R2_GLOBALS._player, NULL);
// No break on purpose // No break on purpose
case 1: case 1:
if (_actor1._yDiff < 50) { if (_starship._yDiff < 50) {
_actor1.setPosition(Common::Point(289, 239), _actor1._yDiff + 1); _starship.setPosition(Common::Point(289, 239), _starship._yDiff + 1);
_sceneMode = 1; _sceneMode = 1;
} }
setAction(&_sequenceManager, this, 1, &R2_GLOBALS._player, NULL); setAction(&_sequenceManager, this, 1, &R2_GLOBALS._player, NULL);
@ -6979,12 +6979,12 @@ void Scene1500::signal() {
case 2: { case 2: {
Common::Point pt(189, 139); Common::Point pt(189, 139);
NpcMover *mover = new NpcMover(); NpcMover *mover = new NpcMover();
_actor1.addMover(mover, &pt, this); _starship.addMover(mover, &pt, this);
} }
break; break;
case 3: case 3:
if (_actor1._yDiff > 5) { if (_starship._yDiff > 5) {
_actor1.setPosition(Common::Point(189, 139), _actor1._yDiff - 1); _starship.setPosition(Common::Point(189, 139), _starship._yDiff - 1);
_sceneMode = 3; _sceneMode = 3;
} }
setAction(&_sequenceManager, this, 1, &R2_GLOBALS._player, NULL); setAction(&_sequenceManager, this, 1, &R2_GLOBALS._player, NULL);
@ -7003,7 +7003,7 @@ void Scene1500::signal() {
case 11: { case 11: {
Common::Point pt(148, 108); Common::Point pt(148, 108);
NpcMover *mover = new NpcMover(); NpcMover *mover = new NpcMover();
_actor3.addMover(mover, &pt, this); _smallShip.addMover(mover, &pt, this);
} }
break; break;
case 12: case 12:
@ -7012,13 +7012,13 @@ void Scene1500::signal() {
case 21: { case 21: {
Common::Point pt(-2, -42); Common::Point pt(-2, -42);
NpcMover *mover = new NpcMover(); NpcMover *mover = new NpcMover();
_actor3.addMover(mover, &pt, NULL); _smallShip.addMover(mover, &pt, NULL);
signal(); signal();
} }
break; break;
case 22: case 22:
if (_actor1._yDiff < 50) { if (_starship._yDiff < 50) {
_actor1.setPosition(Common::Point(189, 139), _actor1._yDiff + 1); _starship.setPosition(Common::Point(189, 139), _starship._yDiff + 1);
_sceneMode = 22; _sceneMode = 22;
} }
setAction(&_sequenceManager, this, 1, &R2_GLOBALS._player, NULL); setAction(&_sequenceManager, this, 1, &R2_GLOBALS._player, NULL);
@ -7026,7 +7026,7 @@ void Scene1500::signal() {
case 23: { case 23: {
Common::Point pt(-13, -61); Common::Point pt(-13, -61);
NpcMover *mover = new NpcMover(); NpcMover *mover = new NpcMover();
_actor1.addMover(mover, &pt, this); _starship.addMover(mover, &pt, this);
} }
break; break;
case 24: case 24:
@ -7039,9 +7039,9 @@ void Scene1500::signal() {
void Scene1500::dispatch() { void Scene1500::dispatch() {
if (_sceneMode > 10) { if (_sceneMode > 10) {
float yDiff = sqrt((float) (_actor3._position.x * _actor3._position.x) + (_actor3._position.y * _actor3._position.y)); float yDiff = sqrt((float) (_smallShip._position.x * _smallShip._position.x) + (_smallShip._position.y * _smallShip._position.y));
if (yDiff > 6) if (yDiff > 6)
_actor3.setPosition(_actor3._position, (int) yDiff); _smallShip.setPosition(_smallShip._position, (int) yDiff);
} }
Scene::dispatch(); Scene::dispatch();

View File

@ -386,10 +386,10 @@ public:
class Scene1500 : public SceneExt { class Scene1500 : public SceneExt {
public: public:
SceneActor _actor1; SceneActor _starship;
SceneActor _actor2; SceneActor _starshipShadow;
SceneActor _actor3; SceneActor _smallShip;
SceneActor _actor4; SceneActor _smallShipShadow;
SequenceManager _sequenceManager; SequenceManager _sequenceManager;
virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void postInit(SceneObjectList *OwnerList = NULL);