[Scummvm-cvs-logs] scummvm master -> 9d1fb0871cb7bbac150478531b2704d608f0c8d9

bluegr bluegr at gmail.com
Mon May 26 22:05:58 CEST 2014


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
9d1fb0871c MADS: Add more friendly names for action verbs and nouns


Commit: 9d1fb0871cb7bbac150478531b2704d608f0c8d9
    https://github.com/scummvm/scummvm/commit/9d1fb0871cb7bbac150478531b2704d608f0c8d9
Author: Filippos Karapetis (bluegr at gmail.com)
Date: 2014-05-26T23:05:27+03:00

Commit Message:
MADS: Add more friendly names for action verbs and nouns

Changed paths:
    engines/mads/nebular/game_nebular.cpp
    engines/mads/nebular/nebular_scenes6.cpp



diff --git a/engines/mads/nebular/game_nebular.cpp b/engines/mads/nebular/game_nebular.cpp
index 75d1ff1..28daf74 100644
--- a/engines/mads/nebular/game_nebular.cpp
+++ b/engines/mads/nebular/game_nebular.cpp
@@ -658,7 +658,7 @@ void GameNebular::unhandledAction() {
 			_scene._kernelMessages.reset();
 			_scene._kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, tmpMsg);
 		}
-	} else if (action.isAction(VERB_GIVE, NOUN_DOOR, 0x46) || action.isAction(VERB_CLOSE, NOUN_CHAIR))
+	} else if (action.isAction(VERB_GIVE, NOUN_DOOR, NOUN_CEILING) || action.isAction(VERB_CLOSE, NOUN_CHAIR))
 		_vm->_dialogs->show(3);
 	else if (action.isAction(VERB_THROW)) {
 		int objId = _vm->_game->_objects.getIdFromDesc(action._activeAction._objectNameId);
diff --git a/engines/mads/nebular/nebular_scenes6.cpp b/engines/mads/nebular/nebular_scenes6.cpp
index 6231550..fb1fcf5 100644
--- a/engines/mads/nebular/nebular_scenes6.cpp
+++ b/engines/mads/nebular/nebular_scenes6.cpp
@@ -97,7 +97,7 @@ void Scene601::enter() {
 
 	if (_globals[kLaserHoleIsThere]) {
 		_globals._sequenceIndexes[1] = _scene->_sequences.startCycle(_globals._spriteIndexes[1], false, -2);
-		_scene->_dynamicHotspots.add(NOUN_LASER_BEAM, 0xD1, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
+		_scene->_dynamicHotspots.add(NOUN_LASER_BEAM, VERB_LOOK_AT, _globals._sequenceIndexes[1], Common::Rect(0, 0, 0, 0));
 	}
 
 	_globals._sequenceIndexes[2] = _scene->_sequences.startCycle(_globals._spriteIndexes[2], false, -1);
@@ -411,14 +411,14 @@ void Scene602::actions() {
 		_safeMode = 2;
 		_cycleIndex = -1;
 		handleSafeActions();
-	} else if (_action.isAction(VERB_UNLOCK, 0x3A7, 0x3D3)) {
+	} else if (_action.isAction(VERB_UNLOCK, NOUN_COMBINATION, NOUN_SAFE)) {
 		if ((_globals[kSafeStatus] == 0) && (_game._difficulty != DIFFICULTY_HARD)) {
 			_safeMode = 3;
 			_cycleIndex = -2;
 			handleSafeActions();
 		}
-	} else if ((_action.isAction(VERB_PUT, NOUN_REARVIEW_MIRROR, 0x343) || _action.isAction(VERB_PUT, NOUN_COMPACT_CASE, 0x343)
-		|| _action.isAction(VERB_REFLECT, 0x57, 0x343) || _action.isAction(VERB_REFLECT, 0x120, 0x343)) && (_globals[kSafeStatus] == 0)) {
+	} else if ((_action.isAction(VERB_PUT, NOUN_REARVIEW_MIRROR, NOUN_LASER_BEAM) || _action.isAction(VERB_PUT, NOUN_COMPACT_CASE, NOUN_LASER_BEAM)
+		|| _action.isAction(VERB_REFLECT, NOUN_COMPACT_CASE, NOUN_LASER_BEAM) || _action.isAction(VERB_REFLECT, NOUN_REARVIEW_MIRROR, NOUN_LASER_BEAM)) && (_globals[kSafeStatus] == 0)) {
 		switch (_game._trigger) {
 		case 0:
 			_vm->_dialogs->show(60230);
@@ -522,7 +522,7 @@ void Scene602::actions() {
 			_vm->_dialogs->show(60235);
 		else
 			_vm->_dialogs->show(60236);
-	} else if (_action.isAction(VERB_UNLOCK, 0x6F, 0x3D3) || _action.isAction(VERB_UNLOCK, 0xFF, 0x3D3))
+	} else if (_action.isAction(VERB_UNLOCK, NOUN_DOOR_KEY, NOUN_SAFE) || _action.isAction(VERB_UNLOCK, NOUN_PADLOCK_KEY, NOUN_SAFE))
 		_vm->_dialogs->show(60225);
 	else if (_action.isAction(VERB_PULL, NOUN_SAFE))
 		_vm->_dialogs->show(60226);
@@ -534,7 +534,7 @@ void Scene602::actions() {
 		_vm->_dialogs->show(60229);
 	else if (_action.isAction(VERB_LOOK, NOUN_FLOWER_BOX))
 		_vm->_dialogs->show(60231);
-	else if (_action.isAction(VERB_THROW, NOUN_BOMB, 0x3D3) || _action.isAction(VERB_THROW, NOUN_BOMBS, 0x3D3))
+	else if (_action.isAction(VERB_THROW, NOUN_BOMB, NOUN_SAFE) || _action.isAction(VERB_THROW, NOUN_BOMBS, NOUN_SAFE))
 		_vm->_dialogs->show(60232);
 	else if (_action.isAction(VERB_PUT, NOUN_TIMEBOMB))
 		_vm->_dialogs->show(60233);
@@ -1383,10 +1383,10 @@ void Scene607::preActions() {
 		_dogTimer = 0;
 	}
 
-	if (_action.isAction(VERB_THROW, NOUN_BONES, 0x471) || _action.isAction(VERB_THROW, NOUN_BONE, 0x471))
+	if (_action.isAction(VERB_THROW, NOUN_BONES, NOUN_OBNOXIOUS_DOG) || _action.isAction(VERB_THROW, NOUN_BONE, NOUN_OBNOXIOUS_DOG))
 		_game._player.walk(Common::Point(193, 100), FACING_NORTHEAST);
 
-	if (_action.isAction(VERB_THROW, NOUN_BONES, 0x2C3) || _action.isAction(VERB_THROW, NOUN_BONE, 0x2C3))
+	if (_action.isAction(VERB_THROW, NOUN_BONES, NOUN_FENCE) || _action.isAction(VERB_THROW, NOUN_BONE, NOUN_FENCE))
 		_game._player.walk(Common::Point(201, 107), FACING_SOUTHEAST);
 }
 
@@ -1430,7 +1430,7 @@ void Scene607::actions() {
 		default:
 			break;
 		}
-	} else if (_action.isAction(VERB_THROW, NOUN_BONES, 0x471) || _action.isAction(VERB_THROW, NOUN_BONE, 0x471)) {
+	} else if (_action.isAction(VERB_THROW, NOUN_BONES, NOUN_OBNOXIOUS_DOG) || _action.isAction(VERB_THROW, NOUN_BONE, NOUN_OBNOXIOUS_DOG)) {
 		if (_game._difficulty != DIFFICULTY_EASY) {
 			_animationMode = 1;
 			_scene->_kernelMessages.reset();
@@ -1439,7 +1439,7 @@ void Scene607::actions() {
 
 			handleThrowingBone();
 		}
-	} else if ((_action.isAction(VERB_THROW, NOUN_BONES, 0x2C3) || _action.isAction(VERB_THROW, NOUN_BONE, 0x2C3)) && (_game._difficulty != DIFFICULTY_EASY)
+	} else if ((_action.isAction(VERB_THROW, NOUN_BONES, NOUN_FENCE) || _action.isAction(VERB_THROW, NOUN_BONE, NOUN_FENCE)) && (_game._difficulty != DIFFICULTY_EASY)
 		 && ((_globals[kDogStatus] == 1) || _game._trigger)) {
 		_animationMode = 2;
 		if (_game._trigger == 0) {
@@ -4671,7 +4671,7 @@ void Scene612::actions() {
 		default:
 			break;
 		}
-	} else if (_action.isAction(VERB_UNLOCK, 0xFF, 0x45F)) {
+	} else if (_action.isAction(VERB_UNLOCK, NOUN_PADLOCK_KEY, NOUN_CONTROL_BOX)) {
 		_cycleIndex = -2;
 		_actionMode = 1;
 		handleWinchMovement();






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