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TSAGE: Ringworld - Renaming in scene 40, remove a useless variable
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55b5bf59c1
commit
e14e727437
@ -964,16 +964,16 @@ void Scene40::Action1::signal() {
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scene->_doorway.hide();
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scene->_dyingKzin.setPosition(Common::Point(296, 62));
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g_globals->_player.animate(ANIM_MODE_5, NULL);
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scene->_object1.setVisage(43);
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scene->_object1.setStrip(3);
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scene->_object1.animate(ANIM_MODE_5, NULL);
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scene->_object2.hide();
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scene->_object3.hide();
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scene->_seeker.setVisage(43);
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scene->_seeker.setStrip(3);
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scene->_seeker.animate(ANIM_MODE_5, NULL);
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scene->_seekerTail.hide();
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scene->_seekerHand.hide();
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scene->_stripManager.start(45, this);
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break;
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case 4:
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scene->_object2.remove();
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scene->_object3.remove();
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scene->_seekerTail.remove();
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scene->_seekerHand.remove();
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scene->_assassin.setVisage(42);
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scene->_assassin.setStrip(2);
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scene->_assassin.setFrame(1);
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@ -1050,10 +1050,10 @@ void Scene40::Action1::signal() {
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break;
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case 15:
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g_globals->_player.disableControl();
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scene->_object1.setVisage(40);
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scene->_object1.setStrip(4);
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scene->_object1.setFrame(1);
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scene->_object1.animate(ANIM_MODE_5, NULL);
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scene->_seeker.setVisage(40);
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scene->_seeker.setStrip(4);
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scene->_seeker.setFrame(1);
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scene->_seeker.animate(ANIM_MODE_5, NULL);
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g_globals->_player.setVisage(40);
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g_globals->_player.setStrip(2);
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g_globals->_player.setFrame(1);
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@ -1123,13 +1123,13 @@ void Scene40::Action2::signal() {
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}
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case 6: {
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g_globals->_player.setStrip(7);
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scene->_object1.setVisage(2806);
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scene->_object1.animate(ANIM_MODE_1, NULL);
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scene->_seeker.setVisage(2806);
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scene->_seeker.animate(ANIM_MODE_1, NULL);
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SceneObjectWrapper *wrapper = new SceneObjectWrapper();
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scene->_object1.setObjectWrapper(wrapper);
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scene->_seeker.setObjectWrapper(wrapper);
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Common::Point pt(200, 190);
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NpcMover *mover = new NpcMover();
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scene->_object1.addMover(mover, &pt, this);
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scene->_seeker.addMover(mover, &pt, this);
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break;
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}
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case 7:
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@ -1138,12 +1138,12 @@ void Scene40::Action2::signal() {
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case 8: {
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Common::Point pt(170, 260);
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NpcMover *mover = new NpcMover();
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scene->_object1.addMover(mover, &pt, this);
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scene->_seeker.addMover(mover, &pt, this);
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break;
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}
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case 9:
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scene->_dyingKzin.setAction(&scene->_action7);
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scene->_object1.remove();
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scene->_seeker.remove();
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g_globals->_stripNum = 88;
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g_globals->_events.setCursor(CURSOR_WALK);
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g_globals->_player.enableControl();
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@ -1203,6 +1203,7 @@ void Scene40::Action4::signal() {
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}
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}
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// Animate the tail of Seeker, with random pauses
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void Scene40::Action5::signal() {
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Scene40 *scene = (Scene40 *)g_globals->_sceneManager._scene;
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@ -1211,7 +1212,7 @@ void Scene40::Action5::signal() {
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setDelay(g_globals->_randomSource.getRandomNumber(119) + 120);
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break;
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case 1:
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scene->_object2.animate(ANIM_MODE_8, 1, this);
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scene->_seekerTail.animate(ANIM_MODE_8, 1, this);
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_actionIndex = 0;
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}
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}
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@ -1221,17 +1222,17 @@ void Scene40::Action6::signal() {
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switch (_actionIndex++) {
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case 0: {
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scene->_object1.postInit();
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scene->_object1.setVisage(16);
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scene->_object1.setStrip2(6);
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scene->_object1._moveDiff = Common::Point(40, 40);
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scene->_object1.setPosition(Common::Point(313, 53));
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scene->_object1._moveRate = 60;
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scene->_seeker.postInit();
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scene->_seeker.setVisage(16);
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scene->_seeker.setStrip2(6);
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scene->_seeker._moveDiff = Common::Point(40, 40);
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scene->_seeker.setPosition(Common::Point(313, 53));
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scene->_seeker._moveRate = 60;
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Common::Point pt(141, 194);
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NpcMover *mover = new NpcMover();
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scene->_object1.addMover(mover, &pt, NULL);
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scene->_object1.animate(ANIM_MODE_5, NULL);
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scene->_seeker.addMover(mover, &pt, NULL);
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scene->_seeker.animate(ANIM_MODE_5, NULL);
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scene->_doorway.postInit();
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scene->_doorway.setVisage(46);
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@ -1261,21 +1262,21 @@ void Scene40::Action7::signal() {
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setDelay(g_globals->_randomSource.getRandomNumber(499) + 500);
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break;
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case 1:
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scene->_object7.postInit();
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scene->_object7.setVisage(46);
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scene->_leftEntrance.postInit();
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scene->_leftEntrance.setVisage(46);
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if (g_globals->_randomSource.getRandomNumber(32767) >= 16384) {
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scene->_object7.setStrip(3);
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scene->_object7.setPosition(Common::Point(15, 185));
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scene->_leftEntrance.setStrip(3);
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scene->_leftEntrance.setPosition(Common::Point(15, 185));
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} else {
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scene->_object7.setPosition(Common::Point(305, 61));
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scene->_object7.setFrame(15);
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scene->_leftEntrance.setPosition(Common::Point(305, 61));
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scene->_leftEntrance.setFrame(15);
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}
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scene->_object7.animate(ANIM_MODE_5, this);
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scene->_leftEntrance.animate(ANIM_MODE_5, this);
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scene->_soundHandler.play(25);
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break;
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case 2:
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scene->_object7.remove();
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scene->_leftEntrance.remove();
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_actionIndex = 0;
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setDelay(60);
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break;
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@ -1466,12 +1467,12 @@ void Scene40::Item6::doAction(int action) {
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/*--------------------------------------------------------------------------*/
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Scene40::Scene40() :
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_item1(2, OBJECT_SCANNER, 40, 24, OBJECT_STUNNER, 40, 25, CURSOR_LOOK, 40, 7, CURSOR_USE, 40, 16, LIST_END),
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_item3(5, OBJECT_SCANNER, 40, 28, OBJECT_STUNNER, 40, 27, CURSOR_LOOK, 40, 2, CURSOR_USE, 40, 30, LIST_END),
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_item4(6, OBJECT_SCANNER, 40, 31, OBJECT_STUNNER, 40, 32, CURSOR_LOOK, 40, 5, CURSOR_USE, 40, 33, LIST_END),
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_item5(0, CURSOR_LOOK, 40, 11, LIST_END),
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_item7(4, OBJECT_SCANNER, 40, 26, OBJECT_STUNNER, 40, 27, CURSOR_LOOK, 40, 9, CURSOR_USE, 40, 17, LIST_END),
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_item8(8, OBJECT_SCANNER, 40, 39, OBJECT_STUNNER, 40, 40, CURSOR_LOOK, 40, 3, CURSOR_USE, 40, 41, LIST_END) {
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_ball(2, OBJECT_SCANNER, 40, 24, OBJECT_STUNNER, 40, 25, CURSOR_LOOK, 40, 7, CURSOR_USE, 40, 16, LIST_END),
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_window(5, OBJECT_SCANNER, 40, 28, OBJECT_STUNNER, 40, 27, CURSOR_LOOK, 40, 2, CURSOR_USE, 40, 30, LIST_END),
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_entrance(6, OBJECT_SCANNER, 40, 31, OBJECT_STUNNER, 40, 32, CURSOR_LOOK, 40, 5, CURSOR_USE, 40, 33, LIST_END),
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_background(0, CURSOR_LOOK, 40, 11, LIST_END),
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_emerald(4, OBJECT_SCANNER, 40, 26, OBJECT_STUNNER, 40, 27, CURSOR_LOOK, 40, 9, CURSOR_USE, 40, 17, LIST_END),
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_tree(8, OBJECT_SCANNER, 40, 39, OBJECT_STUNNER, 40, 40, CURSOR_LOOK, 40, 3, CURSOR_USE, 40, 41, LIST_END) {
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}
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void Scene40::postInit(SceneObjectList *OwnerList) {
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@ -1490,7 +1491,7 @@ void Scene40::postInit(SceneObjectList *OwnerList) {
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_speakerGameText._color1 = 9;
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_speakerGameText.setTextPos(Common::Point(160, 30));
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_speakerQText._npc = &g_globals->_player;
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_speakerSText._npc = &_object1;
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_speakerSText._npc = &_seeker;
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g_globals->_player.postInit();
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g_globals->_player.setVisage(0);
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@ -1503,23 +1504,24 @@ void Scene40::postInit(SceneObjectList *OwnerList) {
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g_globals->_soundHandler.play(24);
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g_globals->_player.setVisage(43);
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_object1.postInit();
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_object1.setVisage(41);
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_object1.setPosition(Common::Point(105, 220));
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_object2.postInit();
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_object2.setVisage(41);
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_object2.setStrip(6);
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_object2.fixPriority(200);
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_object2.setPosition(Common::Point(94, 189));
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_object2.setAction(&_action5);
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_seeker.postInit();
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_seeker.setVisage(41);
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_seeker.setPosition(Common::Point(105, 220));
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_object3.postInit();
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_object3.setVisage(41);
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_object3.setStrip(5);
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_object3.fixPriority(205);
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_object3.setPosition(Common::Point(110, 186));
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_object3._numFrames = 2;
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_object3.animate(ANIM_MODE_8, NULL, NULL);
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_seekerTail.postInit();
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_seekerTail.setVisage(41);
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_seekerTail.setStrip(6);
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_seekerTail.fixPriority(200);
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_seekerTail.setPosition(Common::Point(94, 189));
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_seekerTail.setAction(&_action5);
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_seekerHand.postInit();
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_seekerHand.setVisage(41);
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_seekerHand.setStrip(5);
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_seekerHand.fixPriority(205);
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_seekerHand.setPosition(Common::Point(110, 186));
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_seekerHand._numFrames = 2;
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_seekerHand.animate(ANIM_MODE_8, NULL, NULL);
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_assassin.postInit();
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_assassin.setPosition(Common::Point(-40, 191));
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@ -1564,12 +1566,12 @@ void Scene40::postInit(SceneObjectList *OwnerList) {
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setAction(&_action4);
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}
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_item5.setBounds(Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT));
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_item6._sceneRegionId = 3;
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_item2._sceneRegionId = 7;
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_background.setBounds(Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT));
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_pedestal._sceneRegionId = 3;
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_statue._sceneRegionId = 7;
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g_globals->_sceneItems.addItems(&_dyingKzin, &_item8, &_item1, &_item2, &_item3, &_item4,
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&_item6, &_item7, &_item5, NULL);
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g_globals->_sceneItems.addItems(&_dyingKzin, &_tree, &_ball, &_statue, &_window, &_entrance,
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&_pedestal, &_emerald, &_background, NULL);
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}
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void Scene40::signal() {
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@ -255,15 +255,21 @@ public:
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Action6 _action6;
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Action7 _action7;
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Action8 _action8;
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SceneObject _object1, _object2, _object3;
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SceneObject _seeker;
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SceneObject _seekerTail;
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SceneObject _seekerHand;
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DyingKzin _dyingKzin;
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Assassin _assassin;
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SceneObject _doorway, _object7, _object8;
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DisplayHotspot _item1;
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Item2 _item2;
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DisplayHotspot _item3, _item4, _item5;
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Item6 _item6;
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DisplayHotspot _item7, _item8;
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SceneObject _doorway;
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SceneObject _leftEntrance;
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DisplayHotspot _ball;
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Item2 _statue;
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DisplayHotspot _window;
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DisplayHotspot _entrance;
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DisplayHotspot _background;
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Item6 _pedestal;
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DisplayHotspot _emerald;
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DisplayHotspot _tree;
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Scene40();
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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