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ZVISION: Document some more controls
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bluegr committed Dec 28, 2014
1 parent 46cd10c commit 78b2c87
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Showing 8 changed files with 16 additions and 10 deletions.
1 change: 1 addition & 0 deletions engines/zvision/scripting/control.cpp
Expand Up @@ -72,6 +72,7 @@ void Control::parsePanoramaControl(ZVision *engine, Common::SeekableReadStream &
renderTable->generateRenderTable();
}

// Only used in Zork Nemesis, handles tilt controls (ZGI doesn't have a tilt view)
void Control::parseTiltControl(ZVision *engine, Common::SeekableReadStream &stream) {
RenderTable *renderTable = engine->getRenderManager()->getRenderTable();
renderTable->setRenderState(RenderTable::TILT);
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2 changes: 1 addition & 1 deletion engines/zvision/scripting/controls/fist_control.h
Expand Up @@ -34,7 +34,7 @@ namespace Video {

namespace ZVision {

// Only used in Zork Nemesis, it handles the door lock puzzle with the skeletal fingers (td60, td90, td9e)
// Only used in Zork Nemesis, handles the door lock puzzle with the skeletal fingers (td60, td90, td9e)
class FistControl : public Control {
public:
FistControl(ZVision *engine, uint32 key, Common::SeekableReadStream &stream);
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2 changes: 1 addition & 1 deletion engines/zvision/scripting/controls/hotmov_control.h
Expand Up @@ -34,7 +34,7 @@ namespace Video {

namespace ZVision {

// Only used in Zork Nemesis, it handles movies where the player needs to click on something (mj7g, vw3g)
// Only used in Zork Nemesis, handles movies where the player needs to click on something (mj7g, vw3g)
class HotMovControl : public Control {
public:
HotMovControl(ZVision *engine, uint32 key, Common::SeekableReadStream &stream);
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1 change: 1 addition & 0 deletions engines/zvision/scripting/controls/lever_control.h
Expand Up @@ -34,6 +34,7 @@ namespace Video {

namespace ZVision {

// Only used in Zork Nemesis, handles draggable levers (te2e, tm7e, tp2e, tt2e, tz2e)
class LeverControl : public Control {
public:
LeverControl(ZVision *engine, uint32 key, Common::SeekableReadStream &stream);
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2 changes: 1 addition & 1 deletion engines/zvision/scripting/controls/paint_control.h
Expand Up @@ -32,7 +32,7 @@

namespace ZVision {

// Only used in Zork Nemesis, it's the painting puzzle screen in Lucien's room in Irondune (ch4g)
// Only used in Zork Nemesis, handles the painting puzzle screen in Lucien's room in Irondune (ch4g)
class PaintControl : public Control {
public:
PaintControl(ZVision *engine, uint32 key, Common::SeekableReadStream &stream);
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1 change: 1 addition & 0 deletions engines/zvision/scripting/controls/safe_control.h
Expand Up @@ -34,6 +34,7 @@ namespace Video {

namespace ZVision {

// Only used in Zork Nemesis, handles the safe in the Asylum (ac4g)
class SafeControl : public Control {
public:
SafeControl(ZVision *engine, uint32 key, Common::SeekableReadStream &stream);
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2 changes: 1 addition & 1 deletion engines/zvision/scripting/controls/titler_control.h
Expand Up @@ -32,7 +32,7 @@

namespace ZVision {

// Only used in Zork Nemesis - it's the death screen with the Restore/Exit buttons
// Only used in Zork Nemesis, handles the death screen with the Restore/Exit buttons
class TitlerControl : public Control {
public:
TitlerControl(ZVision *engine, uint32 key, Common::SeekableReadStream &stream);
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15 changes: 9 additions & 6 deletions engines/zvision/scripting/scr_file_handling.cpp
Expand Up @@ -349,29 +349,32 @@ Control *ScriptManager::parseControl(Common::String &line, Common::SeekableReadS
Control::parsePanoramaControl(_engine, stream);
return NULL;
} else if (controlType.equalsIgnoreCase("tilt")) {
// Only used in Zork Nemesis, handles tilt controls (ZGI doesn't have a tilt view)
Control::parseTiltControl(_engine, stream);
return NULL;
} else if (controlType.equalsIgnoreCase("lever")) {
return new LeverControl(_engine, key, stream);
} else if (controlType.equalsIgnoreCase("slot")) {
return new SlotControl(_engine, key, stream);
} else if (controlType.equalsIgnoreCase("input")) {
return new InputControl(_engine, key, stream);
} else if (controlType.equalsIgnoreCase("save")) {
return new SaveControl(_engine, key, stream);
} else if (controlType.equalsIgnoreCase("lever")) {
// Only used in Zork Nemesis, handles draggable levers (te2e, tm7e, tp2e, tt2e, tz2e)
return new LeverControl(_engine, key, stream);
} else if (controlType.equalsIgnoreCase("safe")) {
// Only used in Zork Nemesis, handles the safe in the Asylum (ac4g)
return new SafeControl(_engine, key, stream);
} else if (controlType.equalsIgnoreCase("hotmovie")) {
// Only used in Zork Nemesis, it handles movies where the player needs to click on something (mj7g, vw3g)
// Only used in Zork Nemesis, handles movies where the player needs to click on something (mj7g, vw3g)
return new HotMovControl(_engine, key, stream);
} else if (controlType.equalsIgnoreCase("fist")) {
// Only used in Zork Nemesis, it handles the door lock puzzle with the skeletal fingers (td60, td90, td9e)
// Only used in Zork Nemesis, handles the door lock puzzle with the skeletal fingers (td60, td90, td9e)
return new FistControl(_engine, key, stream);
} else if (controlType.equalsIgnoreCase("paint")) {
// Only used in Zork Nemesis, it's the painting puzzle screen in Lucien's room in Irondune (ch4g)
// Only used in Zork Nemesis, handles the painting puzzle screen in Lucien's room in Irondune (ch4g)
return new PaintControl(_engine, key, stream);
} else if (controlType.equalsIgnoreCase("titler")) {
// Only used in Zork Nemesis - it's the death screen with the Restore/Exit buttons (cjde)
// Only used in Zork Nemesis, handles the death screen with the Restore/Exit buttons (cjde)
return new TitlerControl(_engine, key, stream);
}
return NULL;
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