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TSAGE: Ringworld - Renaming in scene 20, small refactoring, remove a …
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…useless variable
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Strangerke committed Nov 11, 2013
1 parent 3f8027a commit 55b5bf5
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Showing 2 changed files with 62 additions and 59 deletions.
116 changes: 58 additions & 58 deletions engines/tsage/ringworld/ringworld_scenes1.cpp
Expand Up @@ -308,9 +308,9 @@ void Scene20::Action2::signal() {
Common::Point pt(455, 77);
g_globals->_player.addMover(mover, &pt, this);
ObjectMover2 *mover2 = new ObjectMover2();
scene->_SceneObjectExt.addMover(mover2, 5, 10, &g_globals->_player);
scene->_assassinShip1.addMover(mover2, 5, 10, &g_globals->_player);
ObjectMover2 *mover3 = new ObjectMover2();
scene->_sceneObject3.addMover(mover3, 10, 15, &g_globals->_player);
scene->_assassinShip2.addMover(mover3, 10, 15, &g_globals->_player);
break;
}
case 3: {
Expand Down Expand Up @@ -370,9 +370,9 @@ void Scene20::Action3::signal() {
Common::Point pt(615, 81);
g_globals->_player.addMover(npcMover, &pt, this);
ObjectMover2 *mover1 = new ObjectMover2();
scene->_SceneObjectExt.addMover(mover1, 5, 10, &g_globals->_player);
scene->_assassinShip1.addMover(mover1, 5, 10, &g_globals->_player);
ObjectMover2 *mover2 = new ObjectMover2();
scene->_sceneObject3.addMover(mover2, 20, 25, &g_globals->_player);
scene->_assassinShip2.addMover(mover2, 20, 25, &g_globals->_player);
break;
}
case 2: {
Expand All @@ -383,8 +383,8 @@ void Scene20::Action3::signal() {
}
case 3: {
g_globals->_player._moveDiff = Common::Point(10, 10);
scene->_SceneObjectExt._moveDiff = Common::Point(10, 10);
scene->_sceneObject3._moveDiff = Common::Point(10, 10);
scene->_assassinShip1._moveDiff = Common::Point(10, 10);
scene->_assassinShip2._moveDiff = Common::Point(10, 10);
npcMover = new NpcMover();
Common::Point pt(445, 132);
g_globals->_player.addMover(npcMover, &pt, this);
Expand Down Expand Up @@ -428,73 +428,73 @@ void Scene20::Action4::signal() {
Common::Point pt(486, 134);
g_globals->_player.addMover(npcMover, &pt, this);
ObjectMover2 *mover1 = new ObjectMover2();
scene->_SceneObjectExt.addMover(mover1, 20, 35, &g_globals->_player);
scene->_assassinShip1.addMover(mover1, 20, 35, &g_globals->_player);
break;
}
case 2: {
g_globals->_player._moveDiff = Common::Point(12, 12);
scene->_SceneObjectExt._moveDiff = Common::Point(12, 12);
scene->_assassinShip1._moveDiff = Common::Point(12, 12);
NpcMover *mover1 = new NpcMover();
Common::Point pt(486, 134);
scene->_sceneObject3.addMover(mover1, &pt, this);
scene->_assassinShip2.addMover(mover1, &pt, this);
NpcMover *mover2 = new NpcMover();
pt = Common::Point(-15, 134);
g_globals->_player.addMover(mover2, &pt, NULL);
NpcMover *mover3 = new NpcMover();
pt = Common::Point(-15, 134);
scene->_SceneObjectExt.addMover(mover3, &pt, NULL);
scene->_assassinShip1.addMover(mover3, &pt, NULL);
break;
}
case 3: {
scene->_sceneObject3._moveDiff = Common::Point(20, 20);
scene->_assassinShip2._moveDiff = Common::Point(20, 20);
npcMover = new NpcMover();
Common::Point pt(320, 134);
scene->_sceneObject3.addMover(npcMover, &pt, this);
scene->_assassinShip2.addMover(npcMover, &pt, this);
break;
}
case 4: {
scene->_sound.play(28);
scene->_sceneObject4.postInit();
scene->_sceneObject4.setVisage(21);
scene->_sceneObject4.setStrip(3);
scene->_sceneObject4.setPosition(Common::Point(scene->_sceneObject3._position.x - 36,
scene->_sceneObject3._position.y - 1));
scene->_sceneObject4._moveDiff.x = 48;
scene->_laserShot1.postInit();
scene->_laserShot1.setVisage(21);
scene->_laserShot1.setStrip(3);
Common::Point pt = Common::Point(scene->_assassinShip2._position.x - 36, scene->_assassinShip2._position.y - 1);
scene->_laserShot1.setPosition(pt);
scene->_laserShot1._moveDiff.x = 48;

ObjectMover3 *mover = new ObjectMover3();
scene->_sceneObject4.addMover(mover, &scene->_SceneObjectExt, 4, this);
scene->_laserShot1.addMover(mover, &scene->_assassinShip1, 4, this);
break;
}
case 5: {
scene->_sound.play(42);
scene->_sceneObject4.remove();
scene->_SceneObjectExt.setVisage(21);
scene->_SceneObjectExt.setStrip(1);
scene->_SceneObjectExt.setFrame(1);
scene->_SceneObjectExt.animate(ANIM_MODE_5, NULL);
scene->_laserShot1.remove();
scene->_assassinShip1.setVisage(21);
scene->_assassinShip1.setStrip(1);
scene->_assassinShip1.setFrame(1);
scene->_assassinShip1.animate(ANIM_MODE_5, NULL);

scene->_SceneObjectExt._moveDiff.x = 4;
scene->_assassinShip1._moveDiff.x = 4;
NpcMover *mover1 = new NpcMover();
Common::Point pt(scene->_SceneObjectExt._position.x - 12, scene->_SceneObjectExt._position.y + 5);
scene->_SceneObjectExt.addMover(mover1, &pt, NULL);
Common::Point pt(scene->_assassinShip1._position.x - 12, scene->_assassinShip1._position.y + 5);
scene->_assassinShip1.addMover(mover1, &pt, NULL);

scene->_sceneObject5.postInit();
scene->_sceneObject5.setVisage(21);
scene->_sceneObject5.setStrip(3);
scene->_sceneObject5.setPosition(Common::Point(scene->_sceneObject3._position.x - 36,
scene->_sceneObject3._position.y - 1));
scene->_sceneObject5._moveDiff.x = 48;
scene->_laserShot2.postInit();
scene->_laserShot2.setVisage(21);
scene->_laserShot2.setStrip(3);
pt = Common::Point(scene->_assassinShip2._position.x - 36, scene->_assassinShip2._position.y - 1);
scene->_laserShot2.setPosition(pt);
scene->_laserShot2._moveDiff.x = 48;

ObjectMover3 *mover = new ObjectMover3();
scene->_sceneObject5.addMover(mover, &g_globals->_player, 4, this);
scene->_laserShot2.addMover(mover, &g_globals->_player, 4, this);
break;
}
case 6: {
scene->_sound.play(42);
scene->_SceneObjectExt.setStrip(2);
scene->_SceneObjectExt.animate(ANIM_MODE_2, NULL);
scene->_assassinShip1.setStrip(2);
scene->_assassinShip1.animate(ANIM_MODE_2, NULL);

scene->_sceneObject5.remove();
scene->_laserShot2.remove();
g_globals->_player.setVisage(21);
g_globals->_player.setStrip(1);
g_globals->_player.setFrame(1);
Expand Down Expand Up @@ -540,18 +540,18 @@ void Scene20::postInit(SceneObjectList *OwnerList) {
g_globals->_player._moveDiff = Common::Point(10, 10);
g_globals->_player.animate(ANIM_MODE_1, NULL);

_SceneObjectExt.postInit();
_SceneObjectExt.setVisage(20);
_SceneObjectExt.setPosition(Common::Point(400, 69));
_SceneObjectExt.animate(ANIM_MODE_1, NULL);
_assassinShip1.postInit();
_assassinShip1.setVisage(20);
_assassinShip1.setPosition(Common::Point(400, 69));
_assassinShip1.animate(ANIM_MODE_1, NULL);

_sceneObject3.postInit();
_sceneObject3.setVisage(20);
_sceneObject3.setPosition(Common::Point(395, 69));
_sceneObject3.animate(ANIM_MODE_1, NULL);
_assassinShip2.postInit();
_assassinShip2.setVisage(20);
_assassinShip2.setPosition(Common::Point(395, 69));
_assassinShip2.animate(ANIM_MODE_1, NULL);

_SceneObjectExt._moveDiff = Common::Point(10, 10);
_sceneObject3._moveDiff = Common::Point(10, 10);
_assassinShip1._moveDiff = Common::Point(10, 10);
_assassinShip2._moveDiff = Common::Point(10, 10);
g_globals->_soundHandler.play(20);
_sound.play(21);
_sound.holdAt(true);
Expand All @@ -568,27 +568,27 @@ void Scene20::postInit(SceneObjectList *OwnerList) {
g_globals->_player.fixPriority(50);
g_globals->_player.animate(ANIM_MODE_1, NULL);

_SceneObjectExt.postInit();
_SceneObjectExt.setVisage(20);
_SceneObjectExt.setPosition(Common::Point(583, 79));
_SceneObjectExt.animate(ANIM_MODE_1, NULL);
_assassinShip1.postInit();
_assassinShip1.setVisage(20);
_assassinShip1.setPosition(Common::Point(583, 79));
_assassinShip1.animate(ANIM_MODE_1, NULL);

_sceneObject3.postInit();
_sceneObject3.setVisage(20);
_sceneObject3.setStrip2(2);
_sceneObject3.setPosition(Common::Point(595, 79));
_sceneObject3.animate(ANIM_MODE_1, NULL);
_assassinShip2.postInit();
_assassinShip2.setVisage(20);
_assassinShip2.setStrip2(2);
_assassinShip2.setPosition(Common::Point(595, 79));
_assassinShip2.animate(ANIM_MODE_1, NULL);

if ((g_globals->getFlag(120) && g_globals->getFlag(116)) ||
(g_globals->getFlag(117) && g_globals->getFlag(119))) {
// Successful evasion
setAction(&_action3);
} else if (g_globals->getFlag(104)) {
_sceneMode = 21;
setAction(&_sequenceManager, this, 21, &g_globals->_player, &_SceneObjectExt, NULL);
setAction(&_sequenceManager, this, 21, &g_globals->_player, &_assassinShip1, NULL);
} else {
// Failed evasion
_sceneObject3._moveDiff = Common::Point(8, 8);
_assassinShip2._moveDiff = Common::Point(8, 8);
setAction(&_action4);
}
_sceneBounds.center(g_globals->_player._position.x, g_globals->_player._position.y);
Expand Down
5 changes: 4 additions & 1 deletion engines/tsage/ringworld/ringworld_scenes1.h
Expand Up @@ -106,7 +106,10 @@ class Scene20 : public Scene {
Action2 _action2;
Action3 _action3;
Action4 _action4;
SceneObject _sceneObject1, _SceneObjectExt, _sceneObject3, _sceneObject4, _sceneObject5;
SceneObject _assassinShip1;
SceneObject _assassinShip2;
SceneObject _laserShot1;
SceneObject _laserShot2;
ASound _sound;
public:
Scene20();
Expand Down

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