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TSAGE: R2R - Some renaming in scene 1000
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Strangerke committed Sep 1, 2013
1 parent cf7d137 commit 33445ae
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Showing 2 changed files with 21 additions and 21 deletions.
38 changes: 19 additions & 19 deletions engines/tsage/ringworld2/ringworld2_scenes1.cpp
Expand Up @@ -38,8 +38,8 @@ Scene1000::Scene1000(): SceneExt() {
R2_GLOBALS._sceneManager._hasPalette = false;
R2_GLOBALS._uiElements._active = false;
_gameTextSpeaker._displayMode = 9;
_fieldD2E = 0;
_field412 = 0;
_forceCheckAnimationFl = false;
_animCounter = 0;
}

void Scene1000::postInit(SceneObjectList *OwnerList) {
Expand Down Expand Up @@ -116,7 +116,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;

_animationPlayer.dispatch();
_fieldD2E = 1;
_forceCheckAnimationFl = true;

R2_GLOBALS._scenePalette.fade((const byte *)&black, true, 0);
for (int percent = 0; percent < 100; percent += 5)
Expand All @@ -141,15 +141,15 @@ void Scene1000::signal() {
R2_GLOBALS._player.setPosition(Common::Point(160, 100));
R2_GLOBALS._player.show();

_field412 = 0;
_animCounter = 0;
_stripManager.start(29, this);
break;

case 2:
if (R2_GLOBALS._speechSubtitles & SPEECH_TEXT) {
setAction(&_sequenceManager1, this, 1, &R2_GLOBALS._player, NULL);
} else {
if (++_field412 < 3)
if (++_animCounter < 3)
_sceneMode = 2;

setAction(&_sequenceManager1, this, 2, &R2_GLOBALS._player, NULL);
Expand All @@ -174,7 +174,7 @@ void Scene1000::signal() {

_animationPlayer.dispatch();

_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
Expand Down Expand Up @@ -204,7 +204,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();

_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
Expand All @@ -226,7 +226,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();

_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
Expand All @@ -246,7 +246,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();

_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
Expand All @@ -271,7 +271,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();

_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
Expand All @@ -297,7 +297,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();

_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
Expand All @@ -319,7 +319,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();

_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
Expand All @@ -346,7 +346,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();

_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
Expand All @@ -371,7 +371,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();

_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
Expand All @@ -394,7 +394,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();

_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
Expand All @@ -412,7 +412,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();

_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
Expand All @@ -439,7 +439,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();

_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
Expand All @@ -455,9 +455,9 @@ void Scene1000::signal() {
}

void Scene1000::dispatch() {
if (_fieldD2E) {
if (_forceCheckAnimationFl) {
if (_animationPlayer.isCompleted()) {
_fieldD2E = 0;
_forceCheckAnimationFl = false;
_animationPlayer.close();
_animationPlayer.remove();

Expand Down
4 changes: 2 additions & 2 deletions engines/tsage/ringworld2/ringworld2_scenes1.h
Expand Up @@ -46,8 +46,8 @@ class Scene1000 : public SceneExt {
SpeakerGameText _gameTextSpeaker;
AnimationPlayer _animationPlayer;

int _field412;
int _fieldD2E;
int _animCounter;
bool _forceCheckAnimationFl;
public:
Scene1000();

Expand Down

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