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C++ StaticANIObject类代码示例

本文整理汇总了C++中StaticANIObject的典型用法代码示例。如果您正苦于以下问题:C++ StaticANIObject类的具体用法?C++ StaticANIObject怎么用?C++ StaticANIObject使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了StaticANIObject类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: sceneHandler16_girlROTFL

void sceneHandler16_girlROTFL() {
	StaticANIObject *girl = g_fp->_currentScene->getStaticANIObject1ById(ANI_GIRL, -1);

	girl->changeStatics2(ST_GRL_LAUGH);
	girl->startAnim(MV_GRL_FALL, 0, -1);

	g_vars->scene16_girlIsLaughing = false;
}
开发者ID:Cruel,项目名称:scummvm,代码行数:8,代码来源:scene16.cpp

示例2: scene32_initScene

void scene32_initScene(Scene *sc) {
	g_vars->scene32_flagIsWaving = false;
	g_vars->scene32_flagNeedsStopping = false;
	g_vars->scene32_dudeIsSitting = false;
	g_vars->scene32_cactusCounter = -1;
	g_vars->scene32_dudeOnLadder = false;
	g_vars->scene32_cactusIsGrowing = false;
	g_vars->scene32_flag = sc->getStaticANIObject1ById(ANI_FLAG, -1);
	g_vars->scene32_cactus = sc->getStaticANIObject1ById(ANI_CACTUS, -1);
	g_vars->scene32_massOrange = sc->getStaticANIObject1ById(ANI_TESTO_ORANGE, -1);
	g_vars->scene32_massBlue = sc->getStaticANIObject1ById(ANI_TESTO_BLUE, -1);
	g_vars->scene32_massGreen = sc->getStaticANIObject1ById(ANI_TESTO_GREEN, -1);
	g_vars->scene32_button = sc->getStaticANIObject1ById(ANI_BUTTON_32, -1);

	g_vars->scene32_massOrange->startAnim(MV_TSTO_FLOW, 0, -1);
	g_vars->scene32_massOrange->_movement->setDynamicPhaseIndex(15);

	g_vars->scene32_massGreen->startAnim(MV_TSTG_FLOW, 0, -1);
	g_vars->scene32_massGreen->_movement->setDynamicPhaseIndex(26);

	Scene *oldsc = g_fp->_currentScene;
	StaticANIObject *ani;

	if (g_fp->getObjectState(sO_ClockHandle) == g_fp->getObjectEnumState(sO_ClockHandle, sO_In_32_Lies)) {
		ani = sc->getStaticANIObject1ById(ANI_INV_HANDLE, -1);
		if (ani) {
			g_fp->_currentScene = sc;

			ani->changeStatics2(ST_HDL_LAID);
		}
	} else {
		if (g_fp->getObjectState(sO_ClockHandle) == g_fp->getObjectEnumState(sO_ClockHandle, sO_In_32_Sticks)) {
			ani = sc->getStaticANIObject1ById(ANI_INV_HANDLE, -1);

			g_fp->_currentScene = sc;

			if (ani)
				ani->changeStatics2(ST_HDL_PLUGGED);

			g_vars->scene32_button->changeStatics2(ST_BTN32_ON);
		}
	}

	g_fp->_currentScene = oldsc;

	if (g_fp->getObjectState(sO_Cube) == g_fp->getObjectEnumState(sO_Cube, sO_In_32)) {
		MessageQueue *mq = new MessageQueue(sc->getMessageQueueById(QU_KBK32_START), 0, 0);

		mq->sendNextCommand();
	}

	g_fp->lift_setButton(sO_Level9, ST_LBN_9N);
	g_fp->lift_init(sc, QU_SC32_ENTERLIFT, QU_SC32_EXITLIFT);

	g_fp->initArcadeKeys("SC_32");
}
开发者ID:OmerMor,项目名称:scummvm,代码行数:56,代码来源:scene32.cpp

示例3: sceneHandler17_moonshineFill

void sceneHandler17_moonshineFill() {
    StaticANIObject *moonshiner = g_fp->_currentScene->getStaticANIObject1ById(ANI_SAMOGONSHCHIK, -1);

    if (!(moonshiner->_flags & 0x80)) {
        moonshiner->changeStatics2(ST_SMG_SIT);
        chainObjQueue(moonshiner, QU_SMG_FILLBOTTLE, 1);

        g_vars->scene17_sugarIsShown = false;
    }
}
开发者ID:86400,项目名称:scummvm,代码行数:10,代码来源:scene17.cpp

示例4: sceneHandler32_buttonPush

void sceneHandler32_buttonPush() {
	if (g_fp->getObjectState(sO_ClockHandle) == g_fp->getObjectEnumState(sO_ClockHandle, sO_In_32_Sticks)) {
		StaticANIObject *ani = g_fp->_currentScene->getStaticANIObject1ById(ANI_INV_HANDLE, -1);
		if (ani)
			ani->changeStatics2(ST_HDL_PLUGGED);

		chainQueue(QU_SC32_FALLHANDLE, 1);

		g_vars->scene32_button->changeStatics2(ST_BTN32_OFF);
	}
}
开发者ID:OmerMor,项目名称:scummvm,代码行数:11,代码来源:scene32.cpp

示例5: sceneHandler17_drop

void sceneHandler17_drop() {
    StaticANIObject *mug = g_fp->_currentScene->getStaticANIObject1ById(ANI_MUG_17, -1);
    StaticANIObject *jet = g_fp->_currentScene->getStaticANIObject1ById(ANI_JET_17, -1);

    if (mug && mug->_flags & 4) {
        mug->changeStatics2(ST_MUG17_EMPTY);
        chainQueue(QU_SC17_FILLMUG_DROP, 0);
    } else if (jet) {
        jet->queueMessageQueue(0);
        chainQueue(QU_JET17_DROP, 0);
    }
}
开发者ID:86400,项目名称:scummvm,代码行数:12,代码来源:scene17.cpp

示例6: debugC

void GameLoader::applyPicAniInfos(Scene *sc, PicAniInfo **picAniInfo, int picAniInfoCount) {
    if (picAniInfoCount <= 0)
        return;

    debugC(0, kDebugAnimation, "GameLoader::applyPicAniInfos(sc, ptr, %d)", picAniInfoCount);

    PictureObject *pict;
    StaticANIObject *ani;

    for (int i = 0; i < picAniInfoCount; i++) {
        debugC(7, kDebugAnimation, "PicAniInfo: id: %d type: %d", picAniInfo[i]->objectId, picAniInfo[i]->type);
        if (picAniInfo[i]->type & 2) {
            pict = sc->getPictureObjectById(picAniInfo[i]->objectId, picAniInfo[i]->field_8);
            if (pict) {
                pict->setPicAniInfo(picAniInfo[i]);
                continue;
            }
            pict = sc->getPictureObjectById(picAniInfo[i]->objectId, 0);
            if (pict) {
                PictureObject *pictNew = new PictureObject(pict);

                sc->_picObjList.push_back(pictNew);
                pictNew->setPicAniInfo(picAniInfo[i]);
                continue;
            }
        } else {
            if (!(picAniInfo[i]->type & 1))
                continue;

            Scene *scNew = g_fp->accessScene(picAniInfo[i]->sceneId);
            if (!scNew)
                continue;

            ani = sc->getStaticANIObject1ById(picAniInfo[i]->objectId, picAniInfo[i]->field_8);
            if (ani) {
                ani->setPicAniInfo(picAniInfo[i]);
                continue;
            }

            ani = scNew->getStaticANIObject1ById(picAniInfo[i]->objectId, 0);
            if (ani) {
                StaticANIObject *aniNew = new StaticANIObject(ani);

                sc->addStaticANIObject(aniNew, 1);

                aniNew->setPicAniInfo(picAniInfo[i]);
                continue;
            }
        }
    }
}
开发者ID:,项目名称:,代码行数:51,代码来源:

示例7: sceneHandler28_startWork1

void sceneHandler28_startWork1() {
	debugC(2, kDebugSceneLogic, "scene28: startWork");

	g_fp->_aniMan->hide();

	StaticANIObject *man = g_fp->_currentScene->getStaticANIObject1ById(ANI_MAN_28, -1);

	man->_statics = man->getStaticsById(ST_MAN28_RIGHT);
	man->setOXY(g_fp->_aniMan->_ox, g_fp->_aniMan->_oy);
	man->_priority = g_fp->_aniMan->_priority;
	man->show1(-1, -1, -1, 0);

	chainQueue(QU_SC28_LIFT1_WORK, 1);
}
开发者ID:RobLoach,项目名称:scummvm,代码行数:14,代码来源:scene28.cpp

示例8: sceneHandler16_startLaugh

void sceneHandler16_startLaugh() {
	StaticANIObject *girl = g_fp->_currentScene->getStaticANIObject1ById(ANI_GIRL, -1);

	girl->changeStatics2(ST_GRL_STAND);

	MessageQueue *mq = new MessageQueue(g_fp->_currentScene->getMessageQueueById(QU_SC16_GIRLLAUGH), 0, 1);

	mq->replaceKeyCode(-1, girl->_okeyCode);
	mq->setFlags(mq->getFlags() | 1);
	mq->chain(0);

	g_fp->getGameLoaderGameVar()->getSubVarByName("OBJSTATES")->setSubVarAsInt(sO_DudeSwinged, 0);

	g_vars->scene16_girlIsLaughing = true;
}
开发者ID:Cruel,项目名称:scummvm,代码行数:15,代码来源:scene16.cpp

示例9: scene06_initScene

void scene06_initScene(Scene *sc) {
	g_vars->scene06_mumsy = sc->getStaticANIObject1ById(ANI_MAMASHA, -1);
	g_vars->scene06_someBall = 0;
	g_vars->scene06_invHandle = sc->getStaticANIObject1ById(ANI_INV_HANDLE, -1);
	g_vars->scene06_liftButton = sc->getStaticANIObject1ById(ANI_BUTTON_6, -1);
	g_vars->scene06_ballDrop = sc->getStaticANIObject1ById(ANI_BALLDROP, -1);
	g_vars->scene06_arcadeEnabled = false;
	g_vars->scene06_aimingBall = false;
	g_vars->scene06_currentBall = 0;
	g_vars->scene06_ballInHands = 0;
	g_vars->scene06_flyingBall = 0;
	g_vars->scene06_balls.clear();
	g_vars->scene06_numBallsGiven = 0;
	g_vars->scene06_mumsyNumBalls = 0;
	g_vars->scene06_eggieTimeout = 0;
	g_vars->scene06_eggieDirection = true;

	StaticANIObject *ball = sc->getStaticANIObject1ById(ANI_NEWBALL, -1);

	ball->hide();
	ball->_statics = ball->getStaticsById(ST_NBL_NORM);
	g_vars->scene06_balls.push_back(ball);

	for (int i = 0; i < 3; i++) {
		StaticANIObject *ball2 = new StaticANIObject(ball);

		ball2->hide();
		ball2->_statics = ball2->getStaticsById(ST_NBL_NORM);

		sc->addStaticANIObject(ball2, 1);

		g_vars->scene06_balls.push_back(ball2);
	}

	if (g_fp->getObjectState(sO_BigMumsy) == g_fp->getObjectEnumState(sO_BigMumsy, sO_IsPlaying))
		g_fp->setObjectState(sO_BigMumsy, g_fp->getObjectEnumState(sO_BigMumsy, sO_IsSleeping));

	if (g_fp->getObjectState(sO_BigMumsy) != g_fp->getObjectEnumState(sO_BigMumsy, sO_IsSleeping))
		g_vars->scene06_mumsy->hide();

	g_fp->lift_setButton(sO_Level3, ST_LBN_3N);
	g_fp->lift_init(sc, QU_SC6_ENTERLIFT, QU_SC6_EXITLIFT);
	g_fp->initArcadeKeys("SC_6");

	sceneHandler06_setExits(sc);

	g_fp->setArcadeOverlay(PIC_CSR_ARCADE2);
}
开发者ID:bradparks,项目名称:scummvm,代码行数:48,代码来源:scene06.cpp

示例10: sceneHandler25_startBearders

void sceneHandler25_startBearders() {
	g_vars->scene25_bearders.clear();
	g_vars->scene25_beardersCounter = 0;

	StaticANIObject *bearded = g_fp->accessScene(SC_COMMON)->getStaticANIObject1ById(ANI_BEARDED_CMN, -1);

	for (int i = 0; i < 3; i++) {
		StaticANIObject *ani = new StaticANIObject(bearded);

		g_vars->scene25_bearders.push_back(ani);

		ani->_statics = ani->getStaticsById(ST_BRDCMN_EMPTY);

		g_fp->_currentScene->addStaticANIObject(ani, 1);
	}

	g_vars->scene25_beardersAreThere = true;
}
开发者ID:AlbanBedel,项目名称:scummvm,代码行数:18,代码来源:scene25.cpp

示例11: sceneHandler37_updateRing

void sceneHandler37_updateRing(int ringNum) {
	g_vars->scene37_rings[ringNum]->ani->changeStatics2(ST_GRD37_STAND);
	g_vars->scene37_rings[ringNum]->ani->startAnim(MV_GRD37_PULL, 0, -1);
	g_vars->scene37_rings[ringNum]->state = !g_vars->scene37_rings[ringNum]->state;

	StaticANIObject *ani;

	for (int i = 0; i < g_vars->scene37_rings[ringNum]->numSubRings; i++) {
		ani = g_fp->_currentScene->getStaticANIObject1ById(ANI_RING, g_vars->scene37_rings[ringNum]->subRings[i]);

		if ((ani->_movement && ani->_movement->_id != MV_RNG_CLOSE) || ani->_statics->_staticsId != ST_RNG_CLOSED2) {
			ani->changeStatics2(ST_RNG_OPEN);
			ani->startAnim(MV_RNG_CLOSE, 0, -1);
		} else {
			ani->changeStatics2(ST_RNG_CLOSED2);
			ani->startAnim(MV_RNG_OPEN, 0, -1);
		}
	}

	g_vars->scene37_cursorIsLocked = true;

	for (uint j = 0; j < g_vars->scene37_rings.size(); j++) {
		for (int i = 0; i < g_vars->scene37_rings[ringNum]->numSubRings; i++) {
			ani = g_fp->_currentScene->getStaticANIObject1ById(ANI_RING, g_vars->scene37_rings[j]->subRings[i]);

			if ((ani->_movement && ani->_movement->_id != MV_RNG_CLOSE) || ani->_statics->_staticsId != ST_RNG_CLOSED2)
				g_vars->scene37_cursorIsLocked = false;
		}
	}

	int state;

	if (g_vars->scene37_cursorIsLocked)
		state = g_fp->getObjectEnumState(sO_LeftPipe_37, sO_IsOpened);
	else
		state = g_fp->getObjectEnumState(sO_LeftPipe_37, sO_IsClosed);

	g_fp->setObjectState(sO_LeftPipe_37, state);
}
开发者ID:SinSiXX,项目名称:scummvm,代码行数:39,代码来源:scene37.cpp

示例12: getInventoryItemIndexById

void Inventory2::removeItem2(Scene *sceneObj, int itemId, int x, int y, int priority) {
    int idx = getInventoryItemIndexById(itemId);

    debugC(2, kDebugInventory, "removeItem2(*, %d, %d, %d, %d)", itemId, x, y, priority);

    if (idx >= 0) {
        if (_inventoryItems[idx]->count) {
            removeItem(itemId, 1);

            Scene *sc = g_fp->accessScene(_sceneId);

            if (sc) {
                StaticANIObject *ani = new StaticANIObject(sc->getStaticANIObject1ById(itemId, -1));

                sceneObj->addStaticANIObject(ani, 1);

                ani->_statics = (Statics *)ani->_staticsList[0];
                ani->setOXY(x, y);
                ani->_priority = priority;
            }
        }
    }
}
开发者ID:,项目名称:,代码行数:23,代码来源:

示例13: warning

bool GameObject::setPicAniInfo(PicAniInfo *picAniInfo) {
	if (!(picAniInfo->type & 3)) {
		warning("StaticANIObject::setPicAniInfo(): Wrong type: %d", picAniInfo->type);

		return false;
	}

	if (picAniInfo->type & 3) {
		setOXY(picAniInfo->ox, picAniInfo->oy);
		_priority = picAniInfo->priority;
		_okeyCode = picAniInfo->field_8;
		setFlags(picAniInfo->flags);
		_field_8 = picAniInfo->field_24;
	}

	if (picAniInfo->type & 1) {
		StaticANIObject *ani = (StaticANIObject *)this;

		ani->_messageQueueId = (picAniInfo->type >> 16) & 0xffff;

		if (picAniInfo->staticsId) {
			ani->_statics = ani->getStaticsById(picAniInfo->staticsId);
		} else {
			ani->_statics = 0;
		}

		if (picAniInfo->movementId) {
			ani->_movement = ani->getMovementById(picAniInfo->movementId);
			if (ani->_movement)
				ani->_movement->setDynamicPhaseIndex(picAniInfo->dynamicPhaseIndex);
		} else {
			ani->_movement = 0;
		}

		ani->setSomeDynamicPhaseIndex(picAniInfo->someDynamicPhaseIndex);
	}
开发者ID:AlbanBedel,项目名称:scummvm,代码行数:36,代码来源:gfx.cpp

示例14: scene29_initScene

void scene29_initScene(Scene *sc) {
	g_vars->scene29_var01 = 300;
	g_vars->scene29_var02 = 200;
	g_vars->scene29_var03 = 400;
	g_vars->scene29_var04 = 300;
	g_vars->scene29_porter = sc->getStaticANIObject1ById(ANI_PORTER, -1);
	g_vars->scene29_shooter1 = sc->getStaticANIObject1ById(ANI_SHOOTER1, -1);
	g_vars->scene29_shooter2 = sc->getStaticANIObject1ById(ANI_SHOOTER2, -1);
	g_vars->scene29_ass = sc->getStaticANIObject1ById(ANI_ASS, -1);

	g_vars->scene29_var05.numBalls = 0;
	g_vars->scene29_var05.pTail = 0;
	g_vars->scene29_var05.field_8 = 0;
	g_vars->scene29_var05.pHead = 0;

	free(g_vars->scene29_var05.cPlex);
	g_vars->scene29_var05.cPlex = 0;

	StaticANIObject *ani;

	g_vars->scene29_var08.numBalls = 0;
	g_vars->scene29_var08.pTail = 0;
	g_vars->scene29_var08.field_8 = 0;
	g_vars->scene29_var08.pHead = 0;

	free(g_vars->scene29_var08.cPlex);
	g_vars->scene29_var08.cPlex = 0;

	ani = sc->getStaticANIObject1ById(ANI_SHELL_GREEN, -1);
	Ball *b = g_vars->scene29_var05.sub04(g_vars->scene29_var05.field_8, 0);
	b->ani = ani;

	if (g_vars->scene29_var05.field_8)
		g_vars->scene29_var05.field_8->p0 = b;
	else
		g_vars->scene29_var05.pHead = b;

	g_vars->scene29_var05.field_8 = b;

	for (int i = 0; i < 2; i++) {
		StaticANIObject *newani = new StaticANIObject(ani);

		sc->addStaticANIObject(newani, 1);

		b = g_vars->scene29_var05.sub04(g_vars->scene29_var05.field_8, 0);
		b->ani = ani;

		if (g_vars->scene29_var05.field_8)
			g_vars->scene29_var05.field_8->p0 = b;
		else
			g_vars->scene29_var05.pHead = b;

		g_vars->scene29_var05.field_8 = b;
	}

	g_vars->scene29_var06.numBalls = 0;
	g_vars->scene29_var06.pTail = 0;
	g_vars->scene29_var06.field_8 = 0;
	g_vars->scene29_var06.pHead = 0;

	free(g_vars->scene29_var06.cPlex);
	g_vars->scene29_var06.cPlex = 0;

	g_vars->scene29_var07.numBalls = 0;
	g_vars->scene29_var07.pTail = 0;
	g_vars->scene29_var07.field_8 = 0;
	g_vars->scene29_var07.pHead = 0;

	free(g_vars->scene29_var07.cPlex);
	g_vars->scene29_var07.cPlex = 0;

	ani = sc->getStaticANIObject1ById(ANI_SHELL_RED, -1);

	b = g_vars->scene29_var06.sub04(g_vars->scene29_var06.field_8, 0);
	b->ani = ani;

	if (g_vars->scene29_var06.field_8)
		g_vars->scene29_var06.field_8->p0 = b;
	else
		g_vars->scene29_var06.pHead = b;

	g_vars->scene29_var06.field_8 = b;

	for (int i = 0; i < 2; i++) {
		StaticANIObject *newani = new StaticANIObject(ani);

		sc->addStaticANIObject(newani, 1);

		b = g_vars->scene29_var06.sub04(g_vars->scene29_var06.field_8, 0);
		b->ani = ani;

		if (g_vars->scene29_var06.field_8)
			g_vars->scene29_var06.field_8->p0 = b;
		else
			g_vars->scene29_var06.pHead = b;

		g_vars->scene29_var06.field_8 = b;
	}

	g_vars->scene29_var19.clear();
//.........这里部分代码省略.........
开发者ID:subr3v,项目名称:scummvm,代码行数:101,代码来源:scene29.cpp

示例15: scene37_initScene

void scene37_initScene(Scene *sc) {
	Ring *ring;
	StaticANIObject *ani;

	g_vars->scene37_lastDudeX = -1;

	ring = new Ring();
	ani = sc->getStaticANIObject1ById(ANI_GUARD_37, 0);
	ring->ani = ani;
	ring->x = ani->_ox - 40;
	ring->y = ani->_ox + 40;
	ring->numSubRings = 3;
	ring->subRings[0] = 1;
	ring->subRings[1] = 4;
	ring->subRings[2] = 8;
	ring->state = false;
	g_vars->scene37_rings.push_back(ring);

	ring = new Ring();
	ani = sc->getStaticANIObject1ById(ANI_GUARD_37, 1);
	ring->ani = ani;
	ring->x = ani->_ox - 40;
	ring->y = ani->_ox + 40;
	ring->numSubRings = 3;
	ring->subRings[0] = 2;
	ring->subRings[1] = 5;
	ring->subRings[2] = 9;
	ring->state = false;
	g_vars->scene37_rings.push_back(ring);

	ring = new Ring();
	ani = sc->getStaticANIObject1ById(ANI_GUARD_37, 2);
	ring->ani = ani;
	ring->x = ani->_ox - 40;
	ring->y = ani->_ox + 40;
	ring->numSubRings = 3;
	ring->subRings[0] = 3;
	ring->subRings[1] = 7;
	ring->subRings[2] = 11;
	ring->state = false;
	g_vars->scene37_rings.push_back(ring);

	g_fp->setObjectState(sO_LeftPipe_37, g_fp->getObjectEnumState(sO_LeftPipe_37, sO_IsClosed));
	
	Scene *oldsc = g_fp->_currentScene;

	g_fp->_currentScene = sc;

	g_vars->scene37_cursorIsLocked = false;

	g_vars->scene37_plusMinus1 = sc->getStaticANIObject1ById(ANI_PLUSMINUS, 1);

	for (int i = 0; i < g_vars->scene37_rings[0]->numSubRings; i++) {
		ani = g_fp->_currentScene->getStaticANIObject1ById(ANI_RING, g_vars->scene37_rings[0]->subRings[i]);

		if (g_fp->getObjectState(sO_Guard_1) == g_fp->getObjectEnumState(sO_Guard_1, sO_On)) {
			g_vars->scene37_plusMinus1->_statics = g_vars->scene37_plusMinus1->getStaticsById(ST_PMS_PLUS);
			ani->changeStatics2(ST_RNG_OPEN);
		} else {
			g_vars->scene37_plusMinus1->_statics = g_vars->scene37_plusMinus1->getStaticsById(ST_PMS_MINUS);
			ani->changeStatics2(ST_RNG_CLOSED2);
		}
	}

	g_vars->scene37_plusMinus2 = sc->getStaticANIObject1ById(ANI_PLUSMINUS, 2);

	for (int i = 0; i < g_vars->scene37_rings[1]->numSubRings; i++) {
		ani = g_fp->_currentScene->getStaticANIObject1ById(ANI_RING, g_vars->scene37_rings[1]->subRings[i]);

		if (g_fp->getObjectState(sO_Guard_2) == g_fp->getObjectEnumState(sO_Guard_2, sO_On)) {
			g_vars->scene37_plusMinus2->_statics = g_vars->scene37_plusMinus2->getStaticsById(ST_PMS_PLUS);
			ani->changeStatics2(ST_RNG_OPEN);
		} else {
			g_vars->scene37_plusMinus2->_statics = g_vars->scene37_plusMinus2->getStaticsById(ST_PMS_MINUS);
			ani->changeStatics2(ST_RNG_CLOSED2);
		}
	}

	g_vars->scene37_plusMinus3 = sc->getStaticANIObject1ById(ANI_PLUSMINUS, 3);

	for (int i = 0; i < g_vars->scene37_rings[2]->numSubRings; i++) {
		ani = g_fp->_currentScene->getStaticANIObject1ById(ANI_RING, g_vars->scene37_rings[2]->subRings[i]);

		if (g_fp->getObjectState(sO_Guard_3) == g_fp->getObjectEnumState(sO_Guard_3, sO_On)) {
			g_vars->scene37_plusMinus3->_statics = g_vars->scene37_plusMinus3->getStaticsById(ST_PMS_PLUS);
			ani->changeStatics2(ST_RNG_OPEN);
		} else {
			g_vars->scene37_plusMinus3->_statics = g_vars->scene37_plusMinus3->getStaticsById(ST_PMS_MINUS);
			ani->changeStatics2(ST_RNG_CLOSED2);
		}
	}

	g_fp->_currentScene = oldsc;

	g_fp->initArcadeKeys("SC_37");
}
开发者ID:SinSiXX,项目名称:scummvm,代码行数:96,代码来源:scene37.cpp


注:本文中的StaticANIObject类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。