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TSAGE: R2R - Rename actors in scene 1500
This commit is contained in:
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a6ca886bc5
commit
cc55afd845
@ -6906,49 +6906,49 @@ void Scene1500::postInit(SceneObjectList *OwnerList) {
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R2_GLOBALS._player.hide();
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R2_GLOBALS._player.hide();
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R2_GLOBALS._player.disableControl();
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R2_GLOBALS._player.disableControl();
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_actor2.postInit();
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_starshipShadow.postInit();
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_actor2.setup(1401, 1, 1);
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_starshipShadow.setup(1401, 1, 1);
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_actor2._effect = 5;
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_starshipShadow._effect = 5;
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_actor2.fixPriority(10);
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_starshipShadow.fixPriority(10);
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_actor2._field9C = _field312;
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_starshipShadow._field9C = _field312;
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_actor1.postInit();
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_starship.postInit();
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_actor1.setup(1400, 1, 1);
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_starship.setup(1400, 1, 1);
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_actor1._moveDiff = Common::Point(1, 1);
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_starship._moveDiff = Common::Point(1, 1);
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_actor1._linkedActor = &_actor2;
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_starship._linkedActor = &_starshipShadow;
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if (R2_GLOBALS._sceneManager._previousScene != 1010) {
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if (R2_GLOBALS._sceneManager._previousScene != 1010) {
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_actor4.postInit();
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_smallShipShadow.postInit();
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_actor4.setup(1401, 2, 1);
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_smallShipShadow.setup(1401, 2, 1);
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_actor4._effect = 5;
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_smallShipShadow._effect = 5;
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_actor4.fixPriority(10);
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_smallShipShadow.fixPriority(10);
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_actor4._field9C = _field312;
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_smallShipShadow._field9C = _field312;
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_actor3.postInit();
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_smallShip.postInit();
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_actor3._moveRate = 30;
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_smallShip._moveRate = 30;
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_actor3._moveDiff = Common::Point(1, 1);
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_smallShip._moveDiff = Common::Point(1, 1);
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_actor3._linkedActor = &_actor4;
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_smallShip._linkedActor = &_smallShipShadow;
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}
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}
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if (R2_GLOBALS._sceneManager._previousScene == 300) {
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if (R2_GLOBALS._sceneManager._previousScene == 300) {
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_actor1.setPosition(Common::Point(189, 139), 5);
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_starship.setPosition(Common::Point(189, 139), 5);
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_actor3.setup(1400, 1, 2);
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_smallShip.setup(1400, 1, 2);
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_actor3.setPosition(Common::Point(148, 108), 0);
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_smallShip.setPosition(Common::Point(148, 108), 0);
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_sceneMode = 20;
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_sceneMode = 20;
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R2_GLOBALS._sound1.play(110);
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R2_GLOBALS._sound1.play(110);
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} else if (R2_GLOBALS._sceneManager._previousScene == 1550) {
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} else if (R2_GLOBALS._sceneManager._previousScene == 1550) {
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_actor1.setPosition(Common::Point(189, 139), 5);
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_starship.setPosition(Common::Point(189, 139), 5);
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_actor3.setup(1400, 2, 1);
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_smallShip.setup(1400, 2, 1);
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_actor3.changeZoom(-1);
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_smallShip.changeZoom(-1);
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_actor3.setPosition(Common::Point(298, 258), 5);
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_smallShip.setPosition(Common::Point(298, 258), 5);
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_sceneMode = 10;
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_sceneMode = 10;
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R2_GLOBALS._sound1.play(106);
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R2_GLOBALS._sound1.play(106);
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} else {
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} else {
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_actor1.setPosition(Common::Point(289, 239), -30);
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_starship.setPosition(Common::Point(289, 239), -30);
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_sceneMode = 0;
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_sceneMode = 0;
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R2_GLOBALS._sound1.play(102);
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R2_GLOBALS._sound1.play(102);
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}
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}
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@ -6970,8 +6970,8 @@ void Scene1500::signal() {
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setAction(&_sequenceManager, this, 1, &R2_GLOBALS._player, NULL);
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setAction(&_sequenceManager, this, 1, &R2_GLOBALS._player, NULL);
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// No break on purpose
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// No break on purpose
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case 1:
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case 1:
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if (_actor1._yDiff < 50) {
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if (_starship._yDiff < 50) {
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_actor1.setPosition(Common::Point(289, 239), _actor1._yDiff + 1);
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_starship.setPosition(Common::Point(289, 239), _starship._yDiff + 1);
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_sceneMode = 1;
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_sceneMode = 1;
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}
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}
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setAction(&_sequenceManager, this, 1, &R2_GLOBALS._player, NULL);
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setAction(&_sequenceManager, this, 1, &R2_GLOBALS._player, NULL);
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@ -6979,12 +6979,12 @@ void Scene1500::signal() {
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case 2: {
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case 2: {
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Common::Point pt(189, 139);
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Common::Point pt(189, 139);
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NpcMover *mover = new NpcMover();
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NpcMover *mover = new NpcMover();
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_actor1.addMover(mover, &pt, this);
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_starship.addMover(mover, &pt, this);
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}
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}
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break;
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break;
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case 3:
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case 3:
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if (_actor1._yDiff > 5) {
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if (_starship._yDiff > 5) {
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_actor1.setPosition(Common::Point(189, 139), _actor1._yDiff - 1);
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_starship.setPosition(Common::Point(189, 139), _starship._yDiff - 1);
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_sceneMode = 3;
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_sceneMode = 3;
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}
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}
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setAction(&_sequenceManager, this, 1, &R2_GLOBALS._player, NULL);
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setAction(&_sequenceManager, this, 1, &R2_GLOBALS._player, NULL);
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@ -7003,7 +7003,7 @@ void Scene1500::signal() {
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case 11: {
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case 11: {
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Common::Point pt(148, 108);
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Common::Point pt(148, 108);
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NpcMover *mover = new NpcMover();
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NpcMover *mover = new NpcMover();
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_actor3.addMover(mover, &pt, this);
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_smallShip.addMover(mover, &pt, this);
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}
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}
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break;
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break;
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case 12:
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case 12:
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@ -7012,13 +7012,13 @@ void Scene1500::signal() {
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case 21: {
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case 21: {
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Common::Point pt(-2, -42);
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Common::Point pt(-2, -42);
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NpcMover *mover = new NpcMover();
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NpcMover *mover = new NpcMover();
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_actor3.addMover(mover, &pt, NULL);
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_smallShip.addMover(mover, &pt, NULL);
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signal();
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signal();
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}
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}
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break;
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break;
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case 22:
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case 22:
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if (_actor1._yDiff < 50) {
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if (_starship._yDiff < 50) {
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_actor1.setPosition(Common::Point(189, 139), _actor1._yDiff + 1);
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_starship.setPosition(Common::Point(189, 139), _starship._yDiff + 1);
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_sceneMode = 22;
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_sceneMode = 22;
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}
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}
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setAction(&_sequenceManager, this, 1, &R2_GLOBALS._player, NULL);
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setAction(&_sequenceManager, this, 1, &R2_GLOBALS._player, NULL);
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@ -7026,7 +7026,7 @@ void Scene1500::signal() {
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case 23: {
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case 23: {
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Common::Point pt(-13, -61);
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Common::Point pt(-13, -61);
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NpcMover *mover = new NpcMover();
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NpcMover *mover = new NpcMover();
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_actor1.addMover(mover, &pt, this);
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_starship.addMover(mover, &pt, this);
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}
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}
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break;
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break;
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case 24:
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case 24:
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@ -7039,9 +7039,9 @@ void Scene1500::signal() {
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void Scene1500::dispatch() {
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void Scene1500::dispatch() {
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if (_sceneMode > 10) {
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if (_sceneMode > 10) {
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float yDiff = sqrt((float) (_actor3._position.x * _actor3._position.x) + (_actor3._position.y * _actor3._position.y));
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float yDiff = sqrt((float) (_smallShip._position.x * _smallShip._position.x) + (_smallShip._position.y * _smallShip._position.y));
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if (yDiff > 6)
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if (yDiff > 6)
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_actor3.setPosition(_actor3._position, (int) yDiff);
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_smallShip.setPosition(_smallShip._position, (int) yDiff);
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}
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}
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Scene::dispatch();
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Scene::dispatch();
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@ -386,10 +386,10 @@ public:
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class Scene1500 : public SceneExt {
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class Scene1500 : public SceneExt {
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public:
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public:
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SceneActor _actor1;
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SceneActor _starship;
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SceneActor _actor2;
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SceneActor _starshipShadow;
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SceneActor _actor3;
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SceneActor _smallShip;
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SceneActor _actor4;
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SceneActor _smallShipShadow;
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SequenceManager _sequenceManager;
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SequenceManager _sequenceManager;
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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