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authorStrangerke2013-10-14 19:10:23 +0200
committerStrangerke2013-10-14 19:10:23 +0200
commit91e70ce2a876e5d08994d7c5b045bf867b376305 (patch)
tree58f64775b7a48876abb0304e49bd522f425e54ca
parent1a40c8c5d23f92beabbc18dc841e3d3198be8f2c (diff)
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AVALANCHE: Modifiy AnimationType initialization, add private Animation pointer
-rw-r--r--engines/avalanche/animation.cpp258
-rw-r--r--engines/avalanche/animation.h6
-rw-r--r--engines/avalanche/avalanche.cpp2
-rw-r--r--engines/avalanche/avalot.cpp74
-rw-r--r--engines/avalanche/dialogs.cpp8
-rw-r--r--engines/avalanche/menu.cpp4
-rw-r--r--engines/avalanche/parser.cpp34
-rw-r--r--engines/avalanche/timer.cpp60
8 files changed, 227 insertions, 219 deletions
diff --git a/engines/avalanche/animation.cpp b/engines/avalanche/animation.cpp
index e87341509a..f419034344 100644
--- a/engines/avalanche/animation.cpp
+++ b/engines/avalanche/animation.cpp
@@ -46,12 +46,14 @@ const int32 Animation::kCatacombMap[8][8] = {
{0x34, 0x200f, 0x51f0, 0x201f, 0xf1, 0x50ff, 0x902f, 0x2062}
};
+AnimationType::AnimationType(Animation *anim) {
+ _anim = anim;
+}
+
/**
* Loads & sets up the sprite.
*/
-void AnimationType::init(byte spritenum, bool doCheck, Animation *anim) {
- _anim = anim;
-
+void AnimationType::init(byte spritenum, bool doCheck) {
const int32 idshould = -1317732048;
if (spritenum == 177)
@@ -180,7 +182,7 @@ void AnimationType::appear(int16 wx, int16 wy, Direction wf) {
*/
bool AnimationType::checkCollision() {
for (int i = 0; i < _anim->kSpriteNumbMax; i++) {
- AnimationType *spr = &_anim->_sprites[i];
+ AnimationType *spr = _anim->_sprites[i];
if (spr->_quick && (spr->_id != _id) && (_x + _info._xLength > spr->_x) && (_x < spr->_x + spr->_info._xLength) && (spr->_y == _y))
return true;
}
@@ -381,14 +383,18 @@ void AnimationType::remove() {
Animation::Animation(AvalancheEngine *vm) {
_vm = vm;
-
_mustExclaim = false;
+
+ for (int16 i = 0; i < kSpriteNumbMax; i++) {
+ _sprites[i] = new AnimationType(this);
+ }
}
Animation::~Animation() {
for (int16 i = 0; i < kSpriteNumbMax; i++) {
- if (_sprites[i]._quick)
- _sprites[i].remove();
+ if (_sprites[i]->_quick)
+ _sprites[i]->remove();
+ delete(_sprites[i]);
}
}
@@ -399,7 +405,7 @@ Animation::~Animation() {
void Animation::resetAnims() {
setDirection(kDirStopped);
for (int16 i = 0; i < kSpriteNumbMax; i++)
- _sprites[i].reset();
+ _sprites[i]->reset();
}
byte Animation::checkFeet(int16 x1, int16 x2, int16 oy, int16 y, byte yl) {
@@ -463,8 +469,8 @@ void Animation::catacombMove(byte ped) {
_vm->flipRoom(kRoomLusties, 5);
_vm->_dialogs->displayText("Oh no... here we go again...");
_vm->_userMovesAvvy = false;
- _sprites[0]._moveY = 1;
- _sprites[0]._moveX = 0;
+ _sprites[0]->_moveY = 1;
+ _sprites[0]->_moveX = 0;
return;
}
@@ -730,11 +736,11 @@ void Animation::catacombMove(byte ped) {
}
if ((_vm->_geidaFollows) && (ped > 0)) {
- if (!_sprites[1]._quick) // If we don't already have her...
- _sprites[1].init(5, true, this); // ...Load Geida.
+ if (!_sprites[1]->_quick) // If we don't already have her...
+ _sprites[1]->init(5, true); // ...Load Geida.
appearPed(1, geidaPed(ped));
- _sprites[1]._callEachStepFl = true;
- _sprites[1]._eachStepProc = kProcGeida;
+ _sprites[1]->_callEachStepFl = true;
+ _sprites[1]->_eachStepProc = kProcGeida;
}
}
@@ -766,25 +772,25 @@ void Animation::callSpecial(uint16 which) {
_vm->_userMovesAvvy = true;
break;
case 3: // _vm->special 3: Room 71: triggers dart.
- _sprites[0].bounce(); // Must include that.
+ _sprites[0]->bounce(); // Must include that.
if (!_arrowTriggered) {
_arrowTriggered = true;
appearPed(1, 3); // The dart starts at ped 4, and...
- _sprites[1].walkTo(4); // flies to ped 5 (- 1 for pascal to C conversion).
- _sprites[1]._facingDir = kDirUp; // Only face.
+ _sprites[1]->walkTo(4); // flies to ped 5 (- 1 for pascal to C conversion).
+ _sprites[1]->_facingDir = kDirUp; // Only face.
// Should call some kind of Eachstep procedure which will deallocate
// the sprite when it hits the wall, and replace it with the chunk
// graphic of the arrow buried in the plaster. */
// OK!
- _sprites[1]._callEachStepFl = true;
- _sprites[1]._eachStepProc = kProcArrow;
+ _sprites[1]->_callEachStepFl = true;
+ _sprites[1]->_eachStepProc = kProcArrow;
}
break;
case 4: // This is the ghost room link.
_vm->fadeOut();
- _sprites[0].turn(kDirRight); // you'll see this after we get back from bootstrap
+ _sprites[0]->turn(kDirRight); // you'll see this after we get back from bootstrap
_vm->_timer->addTimer(1, Timer::kProcGhostRoomPhew, Timer::kReasonGhostRoomPhew);
//_vm->_enid->backToBootstrap(3); TODO: Replace it with proper ScummVM-friendly function(s)! Do not remove until then!
break;
@@ -793,28 +799,28 @@ void Animation::callSpecial(uint16 which) {
// _vm->special 5: Room 42: touched tree, and get tied up.
_vm->_magics[4]._operation = kMagicBounce; // Boundary effect is now working again.
_vm->_dialogs->displayScrollChain('q', 35);
- _sprites[0].remove();
+ _sprites[0]->remove();
//tr[1].vanishifstill:=true;
_vm->_background->draw(-1, -1, 1);
_vm->_dialogs->displayScrollChain('q', 36);
_vm->_tiedUp = true;
_vm->_friarWillTieYouUp = false;
- _sprites[1].walkTo(2);
- _sprites[1]._vanishIfStill = true;
- _sprites[1]._doCheck = true; // One of them must have Check_Me switched on.
+ _sprites[1]->walkTo(2);
+ _sprites[1]->_vanishIfStill = true;
+ _sprites[1]->_doCheck = true; // One of them must have Check_Me switched on.
_vm->setRoom(kPeopleFriarTuck, kRoomDummy); // Not here, then.
_vm->_timer->addTimer(364, Timer::kProcHangAround, Timer::kReasonHangingAround);
}
break;
case 6: // _vm->special 6: fall down oubliette.
_vm->_userMovesAvvy = false;
- _sprites[0]._moveX = 3;
- _sprites[0]._moveY = 0;
- _sprites[0]._facingDir = kDirRight;
+ _sprites[0]->_moveX = 3;
+ _sprites[0]->_moveY = 0;
+ _sprites[0]->_facingDir = kDirRight;
_vm->_timer->addTimer(1, Timer::kProcFallDownOubliette, Timer::kReasonFallingDownOubliette);
break;
case 7: // _vm->special 7: stop falling down oubliette.
- _sprites[0]._visible = false;
+ _sprites[0]->_visible = false;
_vm->_magics[9]._operation = kMagicNothing;
stopWalking();
_vm->_timer->loseTimer(Timer::kReasonFallingDownOubliette);
@@ -826,18 +832,18 @@ void Animation::callSpecial(uint16 which) {
case 8: // _vm->special 8: leave du Lustie's room.
if ((_vm->_geidaFollows) && (!_vm->_lustieIsAsleep)) {
_vm->_dialogs->displayScrollChain('q', 63);
- _sprites[1].turn(kDirDown);
- _sprites[1].stopWalk();
- _sprites[1]._callEachStepFl = false; // Geida
+ _sprites[1]->turn(kDirDown);
+ _sprites[1]->stopWalk();
+ _sprites[1]->_callEachStepFl = false; // Geida
_vm->gameOver();
}
break;
case 9: // _vm->special 9: lose Geida to Robin Hood...
if (!_vm->_geidaFollows)
return; // DOESN'T COUNT: no Geida.
- _sprites[1]._callEachStepFl = false; // She no longer follows Avvy around.
- _sprites[1].walkTo(3); // She walks to somewhere...
- _sprites[0].remove(); // Lose Avvy.
+ _sprites[1]->_callEachStepFl = false; // She no longer follows Avvy around.
+ _sprites[1]->walkTo(3); // She walks to somewhere...
+ _sprites[0]->remove(); // Lose Avvy.
_vm->_userMovesAvvy = false;
_vm->_timer->addTimer(40, Timer::kProcRobinHoodAndGeida, Timer::kReasonRobinHoodAndGeida);
break;
@@ -900,35 +906,35 @@ void Animation::callSpecial(uint16 which) {
void Animation::updateSpeed() {
// Given that you've just changed the speed in _speedX, this adjusts _moveX.
- _sprites[0]._moveX = (_sprites[0]._moveX / 3) * _sprites[0]._speedX;
- _vm->_graphics->drawSpeedBar(_sprites[0]._speedX);
+ _sprites[0]->_moveX = (_sprites[0]->_moveX / 3) * _sprites[0]->_speedX;
+ _vm->_graphics->drawSpeedBar(_sprites[0]->_speedX);
}
void Animation::setMoveSpeed(byte t, Direction dir) {
switch (dir) {
case kDirUp:
- _sprites[t].setSpeed(0, -_sprites[t]._speedY);
+ _sprites[t]->setSpeed(0, -_sprites[t]->_speedY);
break;
case kDirDown:
- _sprites[t].setSpeed(0, _sprites[t]._speedY);
+ _sprites[t]->setSpeed(0, _sprites[t]->_speedY);
break;
case kDirLeft:
- _sprites[t].setSpeed(-_sprites[t]._speedX, 0);
+ _sprites[t]->setSpeed(-_sprites[t]->_speedX, 0);
break;
case kDirRight:
- _sprites[t].setSpeed(_sprites[t]._speedX, 0);
+ _sprites[t]->setSpeed(_sprites[t]->_speedX, 0);
break;
case kDirUpLeft:
- _sprites[t].setSpeed(-_sprites[t]._speedX, -_sprites[t]._speedY);
+ _sprites[t]->setSpeed(-_sprites[t]->_speedX, -_sprites[t]->_speedY);
break;
case kDirUpRight:
- _sprites[t].setSpeed(_sprites[t]._speedX, -_sprites[t]._speedY);
+ _sprites[t]->setSpeed(_sprites[t]->_speedX, -_sprites[t]->_speedY);
break;
case kDirDownLeft:
- _sprites[t].setSpeed(-_sprites[t]._speedX, _sprites[t]._speedY);
+ _sprites[t]->setSpeed(-_sprites[t]->_speedX, _sprites[t]->_speedY);
break;
case kDirDownRight:
- _sprites[t].setSpeed(_sprites[t]._speedX, _sprites[t]._speedY);
+ _sprites[t]->setSpeed(_sprites[t]->_speedX, _sprites[t]->_speedY);
break;
default:
break;
@@ -936,7 +942,7 @@ void Animation::setMoveSpeed(byte t, Direction dir) {
}
void Animation::appearPed(byte sprNum, byte pedNum) {
- AnimationType *curSpr = &_sprites[sprNum];
+ AnimationType *curSpr = _sprites[sprNum];
PedType *curPed = &_vm->_peds[pedNum];
curSpr->appear(curPed->_x - curSpr->_info._xLength / 2, curPed->_y - curSpr->_info._yLength, curPed->_direction);
setMoveSpeed(sprNum, curPed->_direction);
@@ -946,59 +952,59 @@ void Animation::appearPed(byte sprNum, byte pedNum) {
* @remarks Originally called 'follow_avvy_y'
*/
void Animation::followAvalotY(byte tripnum) {
- if (_sprites[0]._facingDir == kDirLeft)
+ if (_sprites[0]->_facingDir == kDirLeft)
return;
- if (_sprites[tripnum]._homing)
- _sprites[tripnum]._homingY = _sprites[1]._y;
+ if (_sprites[tripnum]->_homing)
+ _sprites[tripnum]->_homingY = _sprites[1]->_y;
else {
- if (_sprites[tripnum]._y < _sprites[1]._y)
- _sprites[tripnum]._y++;
- else if (_sprites[tripnum]._y > _sprites[1]._y)
- _sprites[tripnum]._y--;
+ if (_sprites[tripnum]->_y < _sprites[1]->_y)
+ _sprites[tripnum]->_y++;
+ else if (_sprites[tripnum]->_y > _sprites[1]->_y)
+ _sprites[tripnum]->_y--;
else
return;
- if (_sprites[tripnum]._moveX == 0) {
- _sprites[tripnum]._stepNum++;
- if (_sprites[tripnum]._stepNum == _sprites[tripnum]._stat._seq)
- _sprites[tripnum]._stepNum = 0;
- _sprites[tripnum]._count = 0;
+ if (_sprites[tripnum]->_moveX == 0) {
+ _sprites[tripnum]->_stepNum++;
+ if (_sprites[tripnum]->_stepNum == _sprites[tripnum]->_stat._seq)
+ _sprites[tripnum]->_stepNum = 0;
+ _sprites[tripnum]->_count = 0;
}
}
}
void Animation::backAndForth(byte tripnum) {
- if (!_sprites[tripnum]._homing) {
- if (_sprites[tripnum]._facingDir == kDirRight)
- _sprites[tripnum].walkTo(3);
+ if (!_sprites[tripnum]->_homing) {
+ if (_sprites[tripnum]->_facingDir == kDirRight)
+ _sprites[tripnum]->walkTo(3);
else
- _sprites[tripnum].walkTo(4);
+ _sprites[tripnum]->walkTo(4);
}
}
void Animation::faceAvvy(byte tripnum) {
- if (!_sprites[tripnum]._homing) {
- if (_sprites[0]._x >= _sprites[tripnum]._x)
- _sprites[tripnum]._facingDir = kDirRight;
+ if (!_sprites[tripnum]->_homing) {
+ if (_sprites[0]->_x >= _sprites[tripnum]->_x)
+ _sprites[tripnum]->_facingDir = kDirRight;
else
- _sprites[tripnum]._facingDir = kDirLeft;
+ _sprites[tripnum]->_facingDir = kDirLeft;
}
}
void Animation::arrowProcs(byte tripnum) {
- if (_sprites[tripnum]._homing) {
+ if (_sprites[tripnum]->_homing) {
// Arrow is still in flight.
// We must check whether or not the arrow has collided tr[tripnum] Avvy's head.
// This is so if: a) the bottom of the arrow is below Avvy's head,
// b) the left of the arrow is left of the right of Avvy's head, and
// c) the right of the arrow is right of the left of Avvy's head.
- if (((_sprites[tripnum]._y + _sprites[tripnum]._info._yLength) >= _sprites[0]._y) // A
- && (_sprites[tripnum]._x <= (_sprites[0]._x + _sprites[0]._info._xLength)) // B
- && ((_sprites[tripnum]._x + _sprites[tripnum]._info._xLength) >= _sprites[0]._x)) { // C
+ if (((_sprites[tripnum]->_y + _sprites[tripnum]->_info._yLength) >= _sprites[0]->_y) // A
+ && (_sprites[tripnum]->_x <= (_sprites[0]->_x + _sprites[0]->_info._xLength)) // B
+ && ((_sprites[tripnum]->_x + _sprites[tripnum]->_info._xLength) >= _sprites[0]->_x)) { // C
// OK, it's hit him... what now?
- _sprites[1]._callEachStepFl = false; // prevent recursion.
+ _sprites[1]->_callEachStepFl = false; // prevent recursion.
_vm->_dialogs->displayScrollChain('Q', 47); // Complaint!
- _sprites[tripnum].remove(); // Deallocate the arrow.
+ _sprites[tripnum]->remove(); // Deallocate the arrow.
_vm->gameOver();
@@ -1006,7 +1012,7 @@ void Animation::arrowProcs(byte tripnum) {
_vm->_timer->addTimer(55, Timer::kProcNaughtyDuke, Timer::kReasonNaughtyDuke);
}
} else { // Arrow has hit the wall!
- _sprites[tripnum].remove(); // Deallocate the arrow.
+ _sprites[tripnum]->remove(); // Deallocate the arrow.
_vm->_background->draw(-1, -1, 2); // Show pic of arrow stuck into the door.
_vm->_arrowInTheDoor = true; // So that we can pick it up.
}
@@ -1014,43 +1020,43 @@ void Animation::arrowProcs(byte tripnum) {
}
void Animation::grabAvvy(byte tripnum) { // For Friar Tuck, in Nottingham.
- int16 tox = _sprites[0]._x + 17;
- int16 toy = _sprites[0]._y - 1;
- if ((_sprites[tripnum]._x == tox) && (_sprites[tripnum]._y == toy)) {
- _sprites[tripnum]._callEachStepFl = false;
- _sprites[tripnum]._facingDir = kDirLeft;
- _sprites[tripnum].stopWalk();
+ int16 tox = _sprites[0]->_x + 17;
+ int16 toy = _sprites[0]->_y - 1;
+ if ((_sprites[tripnum]->_x == tox) && (_sprites[tripnum]->_y == toy)) {
+ _sprites[tripnum]->_callEachStepFl = false;
+ _sprites[tripnum]->_facingDir = kDirLeft;
+ _sprites[tripnum]->stopWalk();
// ... whatever ...
} else {
// Still some way to go.
- if (_sprites[tripnum]._x < tox) {
- _sprites[tripnum]._x += 5;
- if (_sprites[tripnum]._x > tox)
- _sprites[tripnum]._x = tox;
+ if (_sprites[tripnum]->_x < tox) {
+ _sprites[tripnum]->_x += 5;
+ if (_sprites[tripnum]->_x > tox)
+ _sprites[tripnum]->_x = tox;
}
- if (_sprites[tripnum]._y < toy)
- _sprites[tripnum]._y++;
- _sprites[tripnum]._stepNum++;
- if (_sprites[tripnum]._stepNum == _sprites[tripnum]._stat._seq)
- _sprites[tripnum]._stepNum = 0;
+ if (_sprites[tripnum]->_y < toy)
+ _sprites[tripnum]->_y++;
+ _sprites[tripnum]->_stepNum++;
+ if (_sprites[tripnum]->_stepNum == _sprites[tripnum]->_stat._seq)
+ _sprites[tripnum]->_stepNum = 0;
}
}
void Animation::takeAStep(byte &tripnum) {
- if (_sprites[tripnum]._moveX == 0) {
- _sprites[tripnum]._stepNum++;
- if (_sprites[tripnum]._stepNum == _sprites[tripnum]._stat._seq)
- _sprites[tripnum]._stepNum = 0;
- _sprites[tripnum]._count = 0;
+ if (_sprites[tripnum]->_moveX == 0) {
+ _sprites[tripnum]->_stepNum++;
+ if (_sprites[tripnum]->_stepNum == _sprites[tripnum]->_stat._seq)
+ _sprites[tripnum]->_stepNum = 0;
+ _sprites[tripnum]->_count = 0;
}
}
void Animation::spin(Direction dir, byte &tripnum) {
- if (_sprites[tripnum]._facingDir == dir)
+ if (_sprites[tripnum]->_facingDir == dir)
return;
- _sprites[tripnum]._facingDir = dir;
- if (_sprites[tripnum]._id == 2)
+ _sprites[tripnum]->_facingDir = dir;
+ if (_sprites[tripnum]->_id == 2)
return; // Not for Spludwick
_geidaSpin++;
@@ -1069,35 +1075,35 @@ void Animation::geidaProcs(byte tripnum) {
_geidaSpin = 0;
}
- if (_sprites[tripnum]._y < (_sprites[0]._y - 2)) {
+ if (_sprites[tripnum]->_y < (_sprites[0]->_y - 2)) {
// Geida is further from the screen than Avvy.
spin(kDirDown, tripnum);
- _sprites[tripnum]._moveY = 1;
- _sprites[tripnum]._moveX = 0;
+ _sprites[tripnum]->_moveY = 1;
+ _sprites[tripnum]->_moveX = 0;
takeAStep(tripnum);
return;
- } else if (_sprites[tripnum]._y > (_sprites[0]._y + 2)) {
+ } else if (_sprites[tripnum]->_y > (_sprites[0]->_y + 2)) {
// Avvy is further from the screen than Geida.
spin(kDirUp, tripnum);
- _sprites[tripnum]._moveY = -1;
- _sprites[tripnum]._moveX = 0;
+ _sprites[tripnum]->_moveY = -1;
+ _sprites[tripnum]->_moveX = 0;
takeAStep(tripnum);
return;
}
- _sprites[tripnum]._moveY = 0;
+ _sprites[tripnum]->_moveY = 0;
// These 12-s are not in the original, I added them to make the following method more "smooth".
// Now the NPC which is following Avvy won't block his way and will walk next to him properly.
- if (_sprites[tripnum]._x < _sprites[0]._x - _sprites[0]._speedX * 8 - 12) {
- _sprites[tripnum]._moveX = _sprites[0]._speedX;
+ if (_sprites[tripnum]->_x < _sprites[0]->_x - _sprites[0]->_speedX * 8 - 12) {
+ _sprites[tripnum]->_moveX = _sprites[0]->_speedX;
spin(kDirRight, tripnum);
takeAStep(tripnum);
- } else if (_sprites[tripnum]._x > _sprites[0]._x + _sprites[0]._speedX * 8 + 12) {
- _sprites[tripnum]._moveX = -_sprites[0]._speedX;
+ } else if (_sprites[tripnum]->_x > _sprites[0]->_x + _sprites[0]->_speedX * 8 + 12) {
+ _sprites[tripnum]->_moveX = -_sprites[0]->_speedX;
spin(kDirLeft, tripnum);
takeAStep(tripnum);
} else
- _sprites[tripnum]._moveX = 0;
+ _sprites[tripnum]->_moveX = 0;
}
/**
@@ -1112,7 +1118,7 @@ void Animation::drawSprites() {
order[i] = -1;
for (int16 i = 0; i < kSpriteNumbMax; i++) {
- if (_sprites[i]._quick && _sprites[i]._visible)
+ if (_sprites[i]->_quick && _sprites[i]->_visible)
order[i] = i;
}
@@ -1120,7 +1126,7 @@ void Animation::drawSprites() {
ok = true;
for (int i = 0; i < 4; i++) {
if (((order[i] != -1) && (order[i + 1] != -1))
- && (_sprites[order[i]]._y > _sprites[order[i + 1]]._y)) {
+ && (_sprites[order[i]]->_y > _sprites[order[i + 1]]->_y)) {
// Swap them!
temp = order[i];
order[i] = order[i + 1];
@@ -1134,7 +1140,7 @@ void Animation::drawSprites() {
for (int i = 0; i < 5; i++) {
if (order[i] > -1)
- _sprites[order[i]].draw();
+ _sprites[order[i]]->draw();
}
}
@@ -1146,15 +1152,15 @@ void Animation::animLink() {
if (_vm->_menu->isActive() || _vm->_seeScroll)
return;
for (int16 i = 0; i < kSpriteNumbMax; i++) {
- if (_sprites[i]._quick && _sprites[i]._visible)
- _sprites[i].walk();
+ if (_sprites[i]->_quick && _sprites[i]->_visible)
+ _sprites[i]->walk();
}
drawSprites();
for (int16 i = 0; i < kSpriteNumbMax; i++) {
- if (_sprites[i]._quick && _sprites[i]._callEachStepFl) {
- switch (_sprites[i]._eachStepProc) {
+ if (_sprites[i]->_quick && _sprites[i]->_callEachStepFl) {
+ switch (_sprites[i]->_eachStepProc) {
case kProcFollowAvvyY :
followAvalotY(i);
break;
@@ -1185,10 +1191,10 @@ void Animation::animLink() {
}
void Animation::stopWalking() {
- _sprites[0].stopWalk();
+ _sprites[0]->stopWalk();
_direction = kDirStopped;
if (_vm->_alive)
- _sprites[0]._stepNum = 1;
+ _sprites[0]->_stepNum = 1;
}
/**
@@ -1201,7 +1207,7 @@ void Animation::hideInCupboard() {
Common::String tmpStr = Common::String::format("%cAVVY!%cGet dressed first!", kControlItalic, kControlRoman);
_vm->_dialogs->displayText(tmpStr);
} else {
- _sprites[0]._visible = true;
+ _sprites[0]->_visible = true;
_vm->_userMovesAvvy = true;
appearPed(0, 2); // Walk out of the cupboard.
_vm->_dialogs->displayText("You leave the cupboard. Nice to be out of there!");
@@ -1210,7 +1216,7 @@ void Animation::hideInCupboard() {
}
} else {
// Not hiding in the cupboard
- _sprites[0]._visible = false;
+ _sprites[0]->_visible = false;
_vm->_userMovesAvvy = false;
Common::String tmpStr = Common::String::format("You walk into the room...%cIt seems to be an empty, " \
"but dusty, cupboard. Hmmmm... you leave the door slightly open to avoid suffocation.", kControlParagraph);
@@ -1225,9 +1231,9 @@ void Animation::hideInCupboard() {
*/
bool Animation::inField(byte which) {
FieldType *curField = &_vm->_fields[which];
- int16 yy = _sprites[0]._y + _sprites[0]._info._yLength;
+ int16 yy = _sprites[0]->_y + _sprites[0]->_info._yLength;
- return (_sprites[0]._x >= curField->_x1) && (_sprites[0]._x <= curField->_x2) && (yy >= curField->_y1) && (yy <= curField->_y2);
+ return (_sprites[0]->_x >= curField->_x1) && (_sprites[0]->_x <= curField->_x2) && (yy >= curField->_y1) && (yy <= curField->_y2);
}
/**
@@ -1239,8 +1245,8 @@ bool Animation::nearDoor() {
return false;
}
- int16 ux = _sprites[0]._x;
- int16 uy = _sprites[0]._y + _sprites[0]._info._yLength;
+ int16 ux = _sprites[0]->_x;
+ int16 uy = _sprites[0]->_y + _sprites[0]->_info._yLength;
for (int i = 8; i < _vm->_fieldNum; i++) {
FieldType *curField = &_vm->_fields[i];
@@ -1357,7 +1363,7 @@ void Animation::synchronize(Common::Serializer &sz) {
byte spriteNum = 0;
if (sz.isSaving()) {
for (int i = 0; i < kSpriteNumbMax; i++) {
- if (_sprites[i]._quick)
+ if (_sprites[i]->_quick)
spriteNum++;
}
}
@@ -1365,20 +1371,20 @@ void Animation::synchronize(Common::Serializer &sz) {
if (sz.isLoading()) {
for (int i = 0; i < kSpriteNumbMax; i++) { // Deallocate sprites.
- AnimationType *spr = &_sprites[i];
+ AnimationType *spr = _sprites[i];
if (spr->_quick)
spr->remove();
}
}
for (int i = 0; i < spriteNum; i++) {
- AnimationType *spr = &_sprites[i];
+ AnimationType *spr = _sprites[i];
sz.syncAsByte(spr->_id);
sz.syncAsByte(spr->_doCheck);
if (sz.isLoading()) {
spr->_quick = true;
- spr->init(spr->_id, spr->_doCheck, this);
+ spr->init(spr->_id, spr->_doCheck);
}
sz.syncAsByte(spr->_moveX);
diff --git a/engines/avalanche/animation.h b/engines/avalanche/animation.h
index ad70645036..ac247b8256 100644
--- a/engines/avalanche/animation.h
+++ b/engines/avalanche/animation.h
@@ -67,7 +67,9 @@ public:
bool _callEachStepFl; // Do we call the eachstep procedure?
byte _eachStepProc;
- void init(byte spritenum, bool doCheck, Animation *anim);
+ AnimationType(Animation *anim);
+
+ void init(byte spritenum, bool doCheck);
void reset();
void draw();
void turn(Direction whichway);
@@ -107,7 +109,7 @@ public:
kProcGeida // Spludwick uses it as well for homing! TODO: Unify it with kProcSpludwick.
};
- AnimationType _sprites[kSpriteNumbMax];
+ AnimationType *_sprites[kSpriteNumbMax];
Animation(AvalancheEngine *vm);
~Animation();
diff --git a/engines/avalanche/avalanche.cpp b/engines/avalanche/avalanche.cpp
index 3e0bdb0507..29e9d02bb4 100644
--- a/engines/avalanche/avalanche.cpp
+++ b/engines/avalanche/avalanche.cpp
@@ -381,7 +381,7 @@ bool AvalancheEngine::loadGame(const int16 slot) {
expandDate(t.tm_mday, t.tm_mon, t.tm_year).c_str());
_dialogs->displayText(tmpStr);
- AnimationType *avvy = &_animation->_sprites[0];
+ AnimationType *avvy = _animation->_sprites[0];
if (avvy->_quick && avvy->_visible)
_animation->setMoveSpeed(0, _animation->getDirection()); // We push Avvy in the right direction is he was moving.
diff --git a/engines/avalanche/avalot.cpp b/engines/avalanche/avalot.cpp
index f74239c164..fdc2ddda6f 100644
--- a/engines/avalanche/avalot.cpp
+++ b/engines/avalanche/avalot.cpp
@@ -278,7 +278,7 @@ void AvalancheEngine::setup() {
fadeIn();
_parser->_cursorState = false;
_parser->cursorOn();
- _animation->_sprites[0]._speedX = kWalk;
+ _animation->_sprites[0]->_speedX = kWalk;
_animation->updateSpeed();
_menu->init();
@@ -610,9 +610,9 @@ void AvalancheEngine::enterNewTown() {
void AvalancheEngine::putGeidaAt(byte whichPed, byte ped) {
if (ped == 0)
return;
- AnimationType *spr1 = &_animation->_sprites[1];
+ AnimationType *spr1 = _animation->_sprites[1];
- spr1->init(5, false, _animation); // load Geida
+ spr1->init(5, false); // load Geida
_animation->appearPed(1, whichPed);
spr1->_callEachStepFl = true;
spr1->_eachStepProc = Animation::kProcGeida;
@@ -653,10 +653,10 @@ void AvalancheEngine::enterRoom(Room roomId, byte ped) {
case kRoomOutsideYours:
if (ped > 0) {
- AnimationType *spr1 = &_animation->_sprites[1];
+ AnimationType *spr1 = _animation->_sprites[1];
if (!_talkedToCrapulus) {
_whereIs[kPeopleCrapulus - 150] = kRoomOutsideYours;
- spr1->init(8, false, _animation); // load Crapulus
+ spr1->init(8, false); // load Crapulus
if (_roomCount[kRoomOutsideYours] == 1) {
_animation->appearPed(1, 3); // Start on the right-hand side of the screen.
@@ -673,7 +673,7 @@ void AvalancheEngine::enterRoom(Room roomId, byte ped) {
_whereIs[kPeopleCrapulus - 150] = kRoomNowhere;
if (_crapulusWillTell) {
- spr1->init(8, false, _animation);
+ spr1->init(8, false);
_animation->appearPed(1, 1);
spr1->walkTo(3);
_timer->addTimer(20, Timer::kProcCrapulusSpludOut, Timer::kReasonCrapulusSaysSpludwickOut);
@@ -691,9 +691,9 @@ void AvalancheEngine::enterRoom(Room roomId, byte ped) {
case kRoomSpludwicks:
if (_spludwickAtHome) {
- AnimationType *spr1 = &_animation->_sprites[1];
+ AnimationType *spr1 = _animation->_sprites[1];
if (ped > 0) {
- spr1->init(2, false, _animation); // load Spludwick
+ spr1->init(2, false); // load Spludwick
_animation->appearPed(1, 1);
_whereIs[kPeopleSpludwick - 150] = kRoomSpludwicks;
}
@@ -711,8 +711,8 @@ void AvalancheEngine::enterRoom(Room roomId, byte ped) {
_magics[kColorLightred - 1]._operation = kMagicNothing;
_whereIs[kPeopleCwytalot - 150] = kRoomNowhere;
} else if (ped > 0) {
- AnimationType *spr1 = &_animation->_sprites[1];
- spr1->init(4, false, _animation); // 4 = Cwytalot
+ AnimationType *spr1 = _animation->_sprites[1];
+ spr1->init(4, false); // 4 = Cwytalot
spr1->_callEachStepFl = true;
spr1->_eachStepProc = Animation::kProcFollowAvvyY;
_whereIs[kPeopleCwytalot - 150] = kRoomBrummieRoad;
@@ -730,8 +730,8 @@ void AvalancheEngine::enterRoom(Room roomId, byte ped) {
case kRoomArgentRoad:
if ((_cwytalotGone) && (!_passedCwytalotInHerts) && (ped == 2) && (_roomCount[kRoomArgentRoad] > 3)) {
- AnimationType *spr1 = &_animation->_sprites[1];
- spr1->init(4, false, _animation); // 4 = Cwytalot again
+ AnimationType *spr1 = _animation->_sprites[1];
+ spr1->init(4, false); // 4 = Cwytalot again
_animation->appearPed(1, 0);
spr1->walkTo(1);
spr1->_vanishIfStill = true;
@@ -754,8 +754,8 @@ void AvalancheEngine::enterRoom(Room roomId, byte ped) {
case kRoomRobins:
if ((ped > 0) && (!_beenTiedUp)) {
// A welcome party... or maybe not...
- AnimationType *spr1 = &_animation->_sprites[1];
- spr1->init(6, false, _animation);
+ AnimationType *spr1 = _animation->_sprites[1];
+ spr1->init(6, false);
_animation->appearPed(1, 1);
spr1->walkTo(2);
_timer->addTimer(36, Timer::kProcGetTiedUp, Timer::kReasonGettingTiedUp);
@@ -776,10 +776,10 @@ void AvalancheEngine::enterRoom(Room roomId, byte ped) {
case kRoomOutsideCardiffCastle:
if (ped > 0) {
- AnimationType *spr1 = &_animation->_sprites[1];
+ AnimationType *spr1 = _animation->_sprites[1];
switch (_cardiffQuestionNum) {
case 0 : // You've answered NONE of his questions.
- spr1->init(9, false, _animation);
+ spr1->init(9, false);
_animation->appearPed(1, 1);
spr1->walkTo(2);
_timer->addTimer(47, Timer::kProcCardiffSurvey, Timer::kReasonCardiffsurvey);
@@ -788,7 +788,7 @@ void AvalancheEngine::enterRoom(Room roomId, byte ped) {
_magics[1]._operation = kMagicNothing;
break; // You've answered ALL his questions. => nothing happens.
default: // You've answered SOME of his questions.
- spr1->init(9, false, _animation);
+ spr1->init(9, false);
_animation->appearPed(1, 2);
spr1->_facingDir = kDirRight;
_timer->addTimer(3, Timer::kProcCardiffReturn, Timer::kReasonCardiffsurvey);
@@ -853,7 +853,7 @@ void AvalancheEngine::enterRoom(Room roomId, byte ped) {
case kRoomLustiesRoom:
_npcFacing = 1; // du Lustie.
- if (_animation->_sprites[0]._id == 0) // Avvy in his normal clothes
+ if (_animation->_sprites[0]->_id == 0) // Avvy in his normal clothes
_timer->addTimer(3, Timer::kProcCallsGuards, Timer::kReasonDuLustieTalks);
else if (!_enteredLustiesRoomAsMonk) // already
// Presumably, Avvy dressed as a monk.
@@ -901,8 +901,8 @@ void AvalancheEngine::enterRoom(Room roomId, byte ped) {
break;
case kRoomWiseWomans: {
- AnimationType *spr1 = &_animation->_sprites[1];
- spr1->init(11, false, _animation);
+ AnimationType *spr1 = _animation->_sprites[1];
+ spr1->init(11, false);
if ((_roomCount[kRoomWiseWomans] == 1) && (ped > 0)) {
_animation->appearPed(1, 1); // Start on the right-hand side of the screen.
spr1->walkTo(3); // Walks up to greet you.
@@ -918,7 +918,7 @@ void AvalancheEngine::enterRoom(Room roomId, byte ped) {
case kRoomInsideCardiffCastle:
if (ped > 0) {
- _animation->_sprites[1].init(10, false, _animation); // Define the dart.
+ _animation->_sprites[1]->init(10, false); // Define the dart.
_background->draw(-1, -1, 0);
_graphics->refreshBackground();
_sequence->startCardiffSeq2();
@@ -1139,7 +1139,7 @@ void AvalancheEngine::guideAvvy(Common::Point cursorPos) {
byte what;
// _animation->tr[0] is Avalot.)
- AnimationType *avvy = &_animation->_sprites[0];
+ AnimationType *avvy = _animation->_sprites[0];
if (cursorPos.x < avvy->_x)
what = 1;
else if (cursorPos.x > (avvy->_x + avvy->_info._xLength))
@@ -1242,10 +1242,10 @@ void AvalancheEngine::checkClick() {
callVerb(kVerbCodeScore);
} else if ((320 <= cursorPos.x) && (cursorPos.x <= 357)) { // Change speed.
- _animation->_sprites[0]._speedX = kWalk;
+ _animation->_sprites[0]->_speedX = kWalk;
_animation->updateSpeed();
} else if ((358 <= cursorPos.x) && (cursorPos.x <= 395)) { // Change speed.
- _animation->_sprites[0]._speedX = kRun;
+ _animation->_sprites[0]->_speedX = kRun;
_animation->updateSpeed();
} else if ((396 <= cursorPos.x) && (cursorPos.x <= 483))
fxToggle();
@@ -1343,12 +1343,12 @@ void AvalancheEngine::drawDirection() { // It's data is loaded in load_digits().
void AvalancheEngine::gameOver() {
_userMovesAvvy = false;
- AnimationType *avvy = &_animation->_sprites[0];
+ AnimationType *avvy = _animation->_sprites[0];
int16 sx = avvy->_x;
int16 sy = avvy->_y;
avvy->remove();
- avvy->init(12, true, _animation); // 12 = Avalot falls
+ avvy->init(12, true); // 12 = Avalot falls
avvy->_stepNum = 0;
avvy->appear(sx, sy, kDirUp);
@@ -1373,7 +1373,7 @@ void AvalancheEngine::majorRedraw() {
}
uint16 AvalancheEngine::bearing(byte whichPed) {
- AnimationType *avvy = &_animation->_sprites[0];
+ AnimationType *avvy = _animation->_sprites[0];
PedType *curPed = &_peds[whichPed];
if (avvy->_x == curPed->_x)
@@ -1488,14 +1488,14 @@ void AvalancheEngine::resetVariables() {
void AvalancheEngine::newGame() {
for (int i = 0; i < kMaxSprites; i++) {
- AnimationType *spr = &_animation->_sprites[i];
+ AnimationType *spr = _animation->_sprites[i];
if (spr->_quick)
spr->remove();
}
// Deallocate sprite. Sorry, beta testers!
- AnimationType *avvy = &_animation->_sprites[0];
- avvy->init(0, true, _animation);
+ AnimationType *avvy = _animation->_sprites[0];
+ avvy->init(0, true);
_alive = true;
resetVariables();
@@ -1648,8 +1648,8 @@ void AvalancheEngine::flipRoom(Room room, byte ped) {
assert((ped > 0) && (ped < 15));
if (!_alive) {
// You can't leave the room if you're dead.
- _animation->_sprites[0]._moveX = 0;
- _animation->_sprites[0]._moveY = 0; // Stop him from moving.
+ _animation->_sprites[0]->_moveX = 0;
+ _animation->_sprites[0]->_moveY = 0; // Stop him from moving.
return;
}
@@ -1660,7 +1660,7 @@ void AvalancheEngine::flipRoom(Room room, byte ped) {
if ((_jumpStatus > 0) && (_room == kRoomInsideCardiffCastle)) {
// You can't *jump* out of Cardiff Castle!
- _animation->_sprites[0]._moveX = 0;
+ _animation->_sprites[0]->_moveX = 0;
return;
}
@@ -1668,8 +1668,8 @@ void AvalancheEngine::flipRoom(Room room, byte ped) {
fadeOut();
for (int16 i = 1; i < _animation->kSpriteNumbMax; i++) {
- if (_animation->_sprites[i]._quick)
- _animation->_sprites[i].remove();
+ if (_animation->_sprites[i]->_quick)
+ _animation->_sprites[i]->remove();
} // Deallocate sprite
if (_room == kRoomLustiesRoom)
@@ -1679,7 +1679,7 @@ void AvalancheEngine::flipRoom(Room room, byte ped) {
_animation->appearPed(0, ped - 1);
_enterCatacombsFromLustiesRoom = false;
_animation->setOldDirection(_animation->getDirection());
- _animation->setDirection(_animation->_sprites[0]._facingDir);
+ _animation->setDirection(_animation->_sprites[0]->_facingDir);
drawDirection();
fadeIn();
@@ -1721,7 +1721,7 @@ void AvalancheEngine::openDoor(Room whither, byte ped, byte magicnum) {
return;
} else {
_animation->appearPed(0, 5);
- _animation->_sprites[0]._facingDir = kDirRight;
+ _animation->_sprites[0]->_facingDir = kDirRight;
_sequence->startLustiesSeq2(whither, ped);
}
break;
diff --git a/engines/avalanche/dialogs.cpp b/engines/avalanche/dialogs.cpp
index e9cc1c7f74..84dbed45e5 100644
--- a/engines/avalanche/dialogs.cpp
+++ b/engines/avalanche/dialogs.cpp
@@ -688,7 +688,7 @@ void Dialogs::callDialogDriver() {
if (_param == 0)
setBubbleStateNatural();
else if ((1 <= _param) && (_param <= 9)) {
- AnimationType *spr = &_vm->_animation->_sprites[_param - 1];
+ AnimationType *spr = _vm->_animation->_sprites[_param - 1];
if ((_param > _vm->_animation->kSpriteNumbMax) || (!spr->_quick)) { // Not valid.
_vm->errorLed();
setBubbleStateNatural();
@@ -1074,7 +1074,7 @@ void Dialogs::talkTo(byte whom) {
bool noMatches = true;
for (int i = 0; i <= _vm->_animation->kSpriteNumbMax; i++) {
- if (_vm->_animation->_sprites[i]._stat._acciNum == whom) {
+ if (_vm->_animation->_sprites[i]->_stat._acciNum == whom) {
Common::String tmpStr = Common::String::format("%c%c%c", kControlRegister, i + 49, kControlToBuffer);
displayText(tmpStr);
noMatches = false;
@@ -1099,7 +1099,7 @@ void Dialogs::talkTo(byte whom) {
_vm->_talkedToCrapulus = true;
_vm->setRoom(kPeopleCrapulus, kRoomDummy); // Crapulus walks off.
- AnimationType *spr = &_vm->_animation->_sprites[1];
+ AnimationType *spr = _vm->_animation->_sprites[1];
spr->_vanishIfStill = true;
spr->walkTo(2); // Walks away.
@@ -1134,7 +1134,7 @@ Common::String Dialogs::personSpeaks() {
Common::String tmpStr;
for (int i = 0; i < _vm->_animation->kSpriteNumbMax; i++) {
- if (_vm->_animation->_sprites[i]._quick && ((_vm->_animation->_sprites[i]._stat._acciNum + 149) == _vm->_parser->_person)) {
+ if (_vm->_animation->_sprites[i]->_quick && ((_vm->_animation->_sprites[i]->_stat._acciNum + 149) == _vm->_parser->_person)) {
tmpStr += Common::String::format("%c%c", kControlRegister, '1' + i);
found = true;
}
diff --git a/engines/avalanche/menu.cpp b/engines/avalanche/menu.cpp
index f722b128cc..59ac38f644 100644
--- a/engines/avalanche/menu.cpp
+++ b/engines/avalanche/menu.cpp
@@ -431,7 +431,7 @@ void Menu::setupMenuAction() {
_activeMenuItem.setupOption("Open the door", 'O', "f7", _vm->_animation->nearDoor());
_activeMenuItem.setupOption("Look around", 'L', "f8", true);
_activeMenuItem.setupOption("Inventory", 'I', "Tab", true);
- if (_vm->_animation->_sprites[0]._speedX == _vm->kWalk)
+ if (_vm->_animation->_sprites[0]->_speedX == _vm->kWalk)
_activeMenuItem.setupOption("Run fast", 'R', "^R", true);
else
_activeMenuItem.setupOption("Walk slowly", 'W', "^W", true);
@@ -595,7 +595,7 @@ void Menu::runMenuAction() {
_vm->callVerb(kVerbCodeInv);
break;
case 5: {
- AnimationType *avvy = &_vm->_animation->_sprites[0];
+ AnimationType *avvy = _vm->_animation->_sprites[0];
if (avvy->_speedX == _vm->kWalk)
avvy->_speedX = _vm->kRun;
else
diff --git a/engines/avalanche/parser.cpp b/engines/avalanche/parser.cpp
index 36d03492f0..d85e55032c 100644
--- a/engines/avalanche/parser.cpp
+++ b/engines/avalanche/parser.cpp
@@ -714,8 +714,8 @@ void Parser::storeInterrogation(byte interrogation) {
_vm->_spareEvening.clear();
_vm->_spareEvening = _inputText;
_vm->_dialogs->displayScrollChain('z', 5); // His closing statement...
- _vm->_animation->_sprites[1].walkTo(3); // The end of the drawbridge
- _vm->_animation->_sprites[1]._vanishIfStill = true; // Then go away!
+ _vm->_animation->_sprites[1]->walkTo(3); // The end of the drawbridge
+ _vm->_animation->_sprites[1]->_vanishIfStill = true; // Then go away!
_vm->_magics[1]._operation = kMagicNothing;
_vm->_cardiffQuestionNum = 5;
break;
@@ -1265,14 +1265,14 @@ void Parser::openDoor() {
MagicType *portal = &_vm->_portals[i];
switch (portal->_operation) {
case kMagicExclaim:
- _vm->_animation->_sprites[0].bounce();
+ _vm->_animation->_sprites[0]->bounce();
_vm->_dialogs->displayScrollChain('x', portal->_data);
break;
case kMagicTransport:
_vm->flipRoom((Room)((portal->_data) >> 8), portal->_data & 0x0F);
break;
case kMagicUnfinished:
- _vm->_animation->_sprites[0].bounce();
+ _vm->_animation->_sprites[0]->bounce();
_vm->_dialogs->displayText("Sorry. This place is not available yet!");
break;
case kMagicSpecial:
@@ -1393,9 +1393,9 @@ void Parser::notInOrder() {
*/
void Parser::goToCauldron() {
// Stops Geida_Procs.
- _vm->_animation->_sprites[1]._callEachStepFl = false;
+ _vm->_animation->_sprites[1]->_callEachStepFl = false;
_vm->_timer->addTimer(1, Timer::kProcSpludwickGoesToCauldron, Timer::kReasonSpludwickWalk);
- _vm->_animation->_sprites[1].walkTo(1);
+ _vm->_animation->_sprites[1]->walkTo(1);
}
/**
@@ -1456,7 +1456,7 @@ void Parser::drink() {
_vm->fadeOut();
_vm->flipRoom(kRoomYours, 1);
_vm->_graphics->setBackgroundColor(kColorYellow);
- _vm->_animation->_sprites[0]._visible = false;
+ _vm->_animation->_sprites[0]->_visible = false;
}
}
@@ -1490,7 +1490,7 @@ void Parser::standUp() {
_vm->_graphics->setBackgroundColor(kColorBlack);
_vm->_dialogs->displayScrollChain('d', 14);
}
- _vm->_animation->_sprites[0]._visible = true;
+ _vm->_animation->_sprites[0]->_visible = true;
_vm->_userMovesAvvy = true;
_vm->_animation->appearPed(0, 1);
_vm->_animation->setDirection(kDirLeft);
@@ -1512,7 +1512,7 @@ void Parser::standUp() {
// Not sitting down.
_vm->_background->draw(-1, -1, 3);
// But standing up.
- _vm->_animation->_sprites[0]._visible = true;
+ _vm->_animation->_sprites[0]->_visible = true;
// And walking away.
_vm->_animation->appearPed(0, 3);
// Really not sitting down.
@@ -1926,12 +1926,12 @@ void Parser::doThat() {
i = 3;
else
i = 0;
- Avalanche::AnimationType *spr = &_vm->_animation->_sprites[0];
+ Avalanche::AnimationType *spr = _vm->_animation->_sprites[0];
if (spr->_id != i) {
int16 x = spr->_x;
int16 y = spr->_y;
spr->remove();
- spr->init(i, true, _vm->_animation);
+ spr->init(i, true);
spr->appear(x, y, kDirLeft);
spr->_visible = false;
}
@@ -2072,9 +2072,9 @@ void Parser::doThat() {
if (_vm->getRoom(kPeopleSpludwick) == kRoomSpludwicks)
_vm->_dialogs->displayScrollChain('q', 18);
else {
- Avalanche::AnimationType *spr = &_vm->_animation->_sprites[1];
+ Avalanche::AnimationType *spr = _vm->_animation->_sprites[1];
// Avaricius
- spr->init(1, false, _vm->_animation);
+ spr->init(1, false);
_vm->_animation->appearPed(1, 3);
spr->walkTo(4);
spr->_callEachStepFl = true;
@@ -2255,9 +2255,9 @@ void Parser::doThat() {
_vm->refreshObjectList();
_vm->_magics[11]._operation = kMagicNothing;
_vm->incScore(7);
- _vm->_animation->_sprites[1].walkTo(1);
- _vm->_animation->_sprites[1]._vanishIfStill = true;
- _vm->_animation->_sprites[1]._callEachStepFl = false;
+ _vm->_animation->_sprites[1]->walkTo(1);
+ _vm->_animation->_sprites[1]->_vanishIfStill = true;
+ _vm->_animation->_sprites[1]->_callEachStepFl = false;
_vm->setRoom(kPeopleCwytalot, kRoomDummy);
break;
default:
@@ -2385,7 +2385,7 @@ void Parser::doThat() {
_vm->_dialogs->displayText("You're already sitting!");
else {
// Move Avvy to the place, and sit him down.
- _vm->_animation->_sprites[0].walkTo(3);
+ _vm->_animation->_sprites[0]->walkTo(3);
_vm->_timer->addTimer(1, Timer::kProcAvvySitDown, Timer::kReasonSittingDown);
}
} else {
diff --git a/engines/avalanche/timer.cpp b/engines/avalanche/timer.cpp
index b4ba028242..4e90c7fe48 100644
--- a/engines/avalanche/timer.cpp
+++ b/engines/avalanche/timer.cpp
@@ -242,7 +242,7 @@ void Timer::avariciusTalks() {
}
void Timer::urinate() {
- _vm->_animation->_sprites[0].turn(kDirUp);
+ _vm->_animation->_sprites[0]->turn(kDirUp);
_vm->_animation->stopWalking();
_vm->drawDirection();
addTimer(14, kProcToilet, kReasonGoToToilet);
@@ -264,7 +264,7 @@ void Timer::bang2() {
void Timer::stairs() {
_vm->_sound->blip();
- _vm->_animation->_sprites[0].walkTo(3);
+ _vm->_animation->_sprites[0]->walkTo(3);
_vm->_background->draw(-1, -1, 1);
_vm->_brummieStairs = 2;
_vm->_magics[10]._operation = kMagicSpecial;
@@ -298,7 +298,7 @@ void Timer::getTiedUp() {
_vm->_beenTiedUp = true;
_vm->_animation->stopWalking();
- AnimationType *spr = &_vm->_animation->_sprites[1];
+ AnimationType *spr = _vm->_animation->_sprites[1];
spr->stopWalk();
spr->stopHoming();
spr->_callEachStepFl = true;
@@ -307,17 +307,17 @@ void Timer::getTiedUp() {
}
void Timer::getTiedUp2() {
- _vm->_animation->_sprites[0].walkTo(3);
- _vm->_animation->_sprites[1].walkTo(4);
+ _vm->_animation->_sprites[0]->walkTo(3);
+ _vm->_animation->_sprites[1]->walkTo(4);
_vm->_magics[3]._operation = kMagicNothing; // No effect when you touch the boundaries.
_vm->_friarWillTieYouUp = true;
}
void Timer::hangAround() {
- _vm->_animation->_sprites[1]._doCheck = false;
+ _vm->_animation->_sprites[1]->_doCheck = false;
- AnimationType *avvy = &_vm->_animation->_sprites[0];
- avvy->init(7, true, _vm->_animation); // Robin Hood
+ AnimationType *avvy = _vm->_animation->_sprites[0];
+ avvy->init(7, true); // Robin Hood
_vm->setRoom(kPeopleRobinHood, kRoomRobins);
_vm->_animation->appearPed(0, 1);
_vm->_dialogs->displayScrollChain('q', 39);
@@ -327,12 +327,12 @@ void Timer::hangAround() {
void Timer::hangAround2() {
_vm->_dialogs->displayScrollChain('q', 40);
- AnimationType *spr = &_vm->_animation->_sprites[1];
+ AnimationType *spr = _vm->_animation->_sprites[1];
spr->_vanishIfStill = false;
spr->walkTo(3);
_vm->setRoom(kPeopleFriarTuck, kRoomRobins);
_vm->_dialogs->displayScrollChain('q', 41);
- _vm->_animation->_sprites[0].remove();
+ _vm->_animation->_sprites[0]->remove();
spr->remove(); // Get rid of Robin Hood and Friar Tuck.
addTimer(1, kProcAfterTheShootemup, kReasonHangingAround);
@@ -347,7 +347,7 @@ void Timer::afterTheShootemup() {
// Only placed this here to replace the minigame. TODO: Remove it when the shoot em' up is implemented!
_vm->flipRoom(_vm->_room, 1);
- _vm->_animation->_sprites[0].init(0, true, _vm->_animation); // Avalot.
+ _vm->_animation->_sprites[0]->init(0, true); // Avalot.
_vm->_animation->appearPed(0, 1);
_vm->_userMovesAvvy = true;
_vm->_objects[kObjectCrossbow - 1] = true;
@@ -417,8 +417,8 @@ void Timer::jacquesWakesUp() {
}
void Timer::naughtyDuke() { // This is when the Duke comes in and takes your money.
- AnimationType *spr = &_vm->_animation->_sprites[1];
- spr->init(9, false, _vm->_animation); // Here comes the Duke.
+ AnimationType *spr = _vm->_animation->_sprites[1];
+ spr->init(9, false); // Here comes the Duke.
_vm->_animation->appearPed(1, 0); // He starts at the door...
spr->walkTo(2); // He walks over to you.
@@ -430,7 +430,7 @@ void Timer::naughtyDuke() { // This is when the Duke comes in and takes your mon
}
void Timer::naughtyDuke2() {
- AnimationType *spr = &_vm->_animation->_sprites[1];
+ AnimationType *spr = _vm->_animation->_sprites[1];
_vm->_dialogs->displayScrollChain('q', 48); // "Ha ha, it worked again!"
spr->walkTo(0); // Walk to the door.
spr->_vanishIfStill = true; // Then go away!
@@ -444,7 +444,7 @@ void Timer::naughtyDuke3() {
}
void Timer::jump() {
- AnimationType *avvy = &_vm->_animation->_sprites[0];
+ AnimationType *avvy = _vm->_animation->_sprites[0];
_vm->_jumpStatus++;
switch (_vm->_jumpStatus) {
@@ -534,7 +534,7 @@ void Timer::greetsMonk() {
void Timer::fallDownOubliette() {
_vm->_magics[8]._operation = kMagicNothing;
- AnimationType *avvy = &_vm->_animation->_sprites[0];
+ AnimationType *avvy = _vm->_animation->_sprites[0];
avvy->_moveY++; // Increments dx/dy!
avvy->_y += avvy->_moveY; // Dowwwn we go...
addTimer(3, kProcFallDownOubliette, kReasonFallingDownOubliette);
@@ -551,7 +551,7 @@ void Timer::meetAvaroid() {
_vm->_metAvaroid = true;
addTimer(1, kProcRiseUpOubliette, kReasonRisingUpOubliette);
- AnimationType *avvy = &_vm->_animation->_sprites[0];
+ AnimationType *avvy = _vm->_animation->_sprites[0];
avvy->_facingDir = kDirLeft;
avvy->_x = 151;
avvy->_moveX = -3;
@@ -562,7 +562,7 @@ void Timer::meetAvaroid() {
}
void Timer::riseUpOubliette() {
- AnimationType *avvy = &_vm->_animation->_sprites[0];
+ AnimationType *avvy = _vm->_animation->_sprites[0];
avvy->_visible = true;
avvy->_moveY++; // Decrements dx/dy!
avvy->_y -= avvy->_moveY; // Uuuupppp we go...
@@ -573,12 +573,12 @@ void Timer::riseUpOubliette() {
}
void Timer::robinHoodAndGeida() {
- AnimationType *avvy = &_vm->_animation->_sprites[0];
- avvy->init(7, true, _vm->_animation);
+ AnimationType *avvy = _vm->_animation->_sprites[0];
+ avvy->init(7, true);
_vm->_animation->appearPed(0, 6);
avvy->walkTo(5);
- AnimationType *spr = &_vm->_animation->_sprites[1];
+ AnimationType *spr = _vm->_animation->_sprites[1];
spr->stopWalk();
spr->_facingDir = kDirLeft;
addTimer(20, kProcRobinHoodAndGeidaTalk, kReasonRobinHoodAndGeida);
@@ -588,8 +588,8 @@ void Timer::robinHoodAndGeida() {
void Timer::robinHoodAndGeidaTalk() {
_vm->_dialogs->displayScrollChain('q', 66);
- AnimationType *avvy = &_vm->_animation->_sprites[0];
- AnimationType *spr = &_vm->_animation->_sprites[1];
+ AnimationType *avvy = _vm->_animation->_sprites[0];
+ AnimationType *spr = _vm->_animation->_sprites[1];
avvy->walkTo(1);
spr->walkTo(1);
avvy->_vanishIfStill = true;
@@ -599,11 +599,11 @@ void Timer::robinHoodAndGeidaTalk() {
}
void Timer::avalotReturns() {
- AnimationType *avvy = &_vm->_animation->_sprites[0];
- AnimationType *spr = &_vm->_animation->_sprites[1];
+ AnimationType *avvy = _vm->_animation->_sprites[0];
+ AnimationType *spr = _vm->_animation->_sprites[1];
avvy->remove();
spr->remove();
- avvy->init(0, true, _vm->_animation);
+ avvy->init(0, true);
_vm->_animation->appearPed(0, 0);
_vm->_dialogs->displayScrollChain('q', 67);
_vm->_userMovesAvvy = true;
@@ -615,7 +615,7 @@ void Timer::avalotReturns() {
* @remarks Originally called 'avvy_sit_down'
*/
void Timer::avvySitDown() {
- AnimationType *avvy = &_vm->_animation->_sprites[0];
+ AnimationType *avvy = _vm->_animation->_sprites[0];
if (avvy->_homing) // Still walking.
addTimer(1, kProcAvvySitDown, kReasonSittingDown);
else {
@@ -658,7 +658,7 @@ void Timer::winning() {
}
void Timer::avalotFalls() {
- AnimationType *avvy = &_vm->_animation->_sprites[0];
+ AnimationType *avvy = _vm->_animation->_sprites[0];
if (avvy->_stepNum < 5) {
avvy->_stepNum++;
addTimer(3, kProcAvalotFalls, kReasonFallingOver);
@@ -673,14 +673,14 @@ void Timer::avalotFalls() {
}
void Timer::spludwickGoesToCauldron() {
- if (_vm->_animation->_sprites[1]._homing)
+ if (_vm->_animation->_sprites[1]->_homing)
addTimer(1, kProcSpludwickGoesToCauldron, kReasonSpludwickWalk);
else
addTimer(17, kProcSpludwickLeavesCauldron, kReasonSpludwickWalk);
}
void Timer::spludwickLeavesCauldron() {
- _vm->_animation->_sprites[1]._callEachStepFl = true; // So that normal procs will continue.
+ _vm->_animation->_sprites[1]->_callEachStepFl = true; // So that normal procs will continue.
}
void Timer::giveLuteToGeida() { // Moved here from Acci.