TSAGE: Scene40: The hero may now use his stunner on the assassin. Scene still broken.

Also move some display() to display2() for consistency with the rest of the scenes in group1
This commit is contained in:
strangerke 2011-04-15 11:01:24 +02:00
parent 9a987001d4
commit dd6ab8d306
2 changed files with 19 additions and 16 deletions

View File

@ -624,9 +624,9 @@ void Scene20::signal() {
void Scene30::BeamObject::doAction(int action) {
if (action == OBJECT_SCANNER)
display(30, 14, SET_WIDTH, 200, SET_EXT_BGCOLOR, 7, LIST_END);
display2(30, 14);
else if (action == CURSOR_LOOK)
display(30, 2, SET_WIDTH, 200, SET_EXT_BGCOLOR, 7, LIST_END);
display2(30, 2);
else if (action == CURSOR_USE) {
Scene30 *parent = (Scene30 *)_globals->_sceneManager._scene;
parent->setAction(&parent->_beamAction);
@ -636,11 +636,11 @@ void Scene30::BeamObject::doAction(int action) {
void Scene30::DoorObject::doAction(int action) {
if (action == OBJECT_SCANNER)
display(30, 13, SET_WIDTH, 200, SET_EXT_BGCOLOR, 7, LIST_END);
display2(30, 13);
else if (action == CURSOR_LOOK)
display(30, 1, SET_WIDTH, 200, SET_EXT_BGCOLOR, 7, LIST_END);
display2(30, 1);
else if (action == CURSOR_USE)
display(30, 7, SET_WIDTH, 200, SET_EXT_BGCOLOR, 7, LIST_END);
display2(30, 7);
else
SceneObject::doAction(action);
}
@ -1330,11 +1330,11 @@ void Scene40::Action8::signal() {
void Scene40::DyingKzin::doAction(int action) {
switch (action) {
case OBJECT_STUNNER:
SceneItem::display2(40, 43);
break;
case CURSOR_CROSSHAIRS:
SceneItem::display2(40, 44);
break;
case OBJECT_SCANNER:
SceneItem::display2(40, 43);
break;
case CURSOR_LOOK:
SceneItem::display2(40, 12);
break;
@ -1351,7 +1351,7 @@ void Scene40::Assassin::doAction(int action) {
Scene40 *scene = (Scene40 *)_globals->_sceneManager._scene;
switch (action) {
case CURSOR_CROSSHAIRS:
case OBJECT_STUNNER:
if (scene->_assassin._visage == 44)
SceneItem::display2(40, 21);
else {
@ -1393,7 +1393,7 @@ void Scene40::Assassin::doAction(int action) {
void Scene40::Item2::doAction(int action) {
switch (action) {
case CURSOR_CROSSHAIRS:
case OBJECT_STUNNER:
SceneItem::display2(40, 35);
_globals->_events.setCursor(CURSOR_WALK);
break;
@ -1417,7 +1417,7 @@ void Scene40::Item2::doAction(int action) {
void Scene40::Item6::doAction(int action) {
switch (action) {
case CURSOR_CROSSHAIRS:
case OBJECT_STUNNER:
SceneItem::display2(40, 25);
_globals->_events.setCursor(CURSOR_WALK);
break;
@ -1439,12 +1439,12 @@ void Scene40::Item6::doAction(int action) {
/*--------------------------------------------------------------------------*/
Scene40::Scene40() :
_item1(2, OBJECT_SCANNER, 40, 24, CURSOR_CROSSHAIRS, 40, 25, CURSOR_LOOK, 40, 7, CURSOR_USE, 40, 16, LIST_END),
_item3(5, OBJECT_SCANNER, 40, 26, CURSOR_CROSSHAIRS, 40, 27, CURSOR_LOOK, 40, 9, CURSOR_USE, 40, 17, LIST_END),
_item4(6, OBJECT_SCANNER, 40, 31, CURSOR_CROSSHAIRS, 40, 32, CURSOR_LOOK, 40, 5, CURSOR_USE, 40, 33, LIST_END),
_item1(2, OBJECT_SCANNER, 40, 24, OBJECT_STUNNER, 40, 25, CURSOR_LOOK, 40, 7, CURSOR_USE, 40, 16, LIST_END),
_item3(5, OBJECT_SCANNER, 40, 26, OBJECT_STUNNER, 40, 27, CURSOR_LOOK, 40, 9, CURSOR_USE, 40, 17, LIST_END),
_item4(6, OBJECT_SCANNER, 40, 31, OBJECT_STUNNER, 40, 32, CURSOR_LOOK, 40, 5, CURSOR_USE, 40, 33, LIST_END),
_item5(0, CURSOR_LOOK, 40, 11, LIST_END),
_item7(4, OBJECT_SCANNER, 40, 26, CURSOR_CROSSHAIRS, 40, 27, CURSOR_LOOK, 40, 9, CURSOR_USE, 40, 17, LIST_END),
_item8(8, OBJECT_SCANNER, 40, 39, CURSOR_CROSSHAIRS, 40, 40, CURSOR_LOOK, 40, 3, CURSOR_USE, 40, 41, LIST_END) {
_item7(4, OBJECT_SCANNER, 40, 26, OBJECT_STUNNER, 40, 27, CURSOR_LOOK, 40, 9, CURSOR_USE, 40, 17, LIST_END),
_item8(8, OBJECT_SCANNER, 40, 39, OBJECT_STUNNER, 40, 40, CURSOR_LOOK, 40, 3, CURSOR_USE, 40, 41, LIST_END) {
}
void Scene40::postInit(SceneObjectList *OwnerList) {

View File

@ -46,6 +46,7 @@ SceneManager::~SceneManager() {
}
void SceneManager::setNewScene(int sceneNumber) {
warning("SetNewScene(%d)", sceneNumber);
_nextSceneNumber = sceneNumber;
}
@ -133,6 +134,7 @@ void SceneManager::fadeInIfNecessary() {
}
void SceneManager::changeScene(int newSceneNumber) {
warning("changeScene(%d)", newSceneNumber);
// Fade out the scene
ScenePalette scenePalette;
uint32 adjustData = 0;
@ -269,6 +271,7 @@ void Scene::dispatch() {
}
void Scene::loadScene(int sceneNum) {
warning("loadScene(%d)", sceneNum);
_sceneNumber = sceneNum;
if (_globals->_scenePalette.loadPalette(sceneNum))
_globals->_sceneManager._hasPalette = true;