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authorStrangerke2013-09-08 12:23:48 +0200
committerStrangerke2013-09-08 12:23:48 +0200
commit2eb4002e365ab79870f68f09c030770e632c1166 (patch)
tree4355b75423c33de81f5356f7a98ec2c5d2e34cf5 /engines/avalanche/animation.h
parent55d64e1ed10a5921836c49cb29f6d2a9d61a31be (diff)
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AVALANCHE: Check function scope in Animation, set a function private
Diffstat (limited to 'engines/avalanche/animation.h')
-rw-r--r--engines/avalanche/animation.h22
1 files changed, 11 insertions, 11 deletions
diff --git a/engines/avalanche/animation.h b/engines/avalanche/animation.h
index cfb1cfe97d..3c0be925c1 100644
--- a/engines/avalanche/animation.h
+++ b/engines/avalanche/animation.h
@@ -42,7 +42,7 @@ class Animation;
struct StatType {
Common::String _name; // Name of character.
Common::String _comment; // Comment.
- //
+
byte _frameNum; // Number of pictures.
byte _seq; // How many in one stride.
byte _fgBubbleCol, _bgBubbleCol; // Foreground & background bubble colors.
@@ -68,26 +68,26 @@ public:
bool _callEachStepFl; // Do we call the eachstep procedure?
byte _eachStepProc;
- void init(byte spritenum, bool doCheck, Animation *tr); // Loads & sets up the sprite.
- void original(); // Just sets 'quick' to false.
void andexor(); // Drops sprite onto screen.
- void turn(byte whichway); // Turns character round.
void appear(int16 wx, int16 wy, byte wf); // Switches it on.
void bounce(); // Bounces off walls.
+ void chatter(); // Sets up talk vars.
+ void init(byte spritenum, bool doCheck, Animation *tr); // Loads & sets up the sprite.
+ void original(); // Just sets 'quick' to false.
+ void remove();
+ void setSpeed(int8 xx, int8 yy); // Sets ix & iy, non-homing, etc.
+ void stopHoming(); // Self-explanatory.
+ void stopWalk(); // Stops the sprite from moving.
+ void turn(byte whichway); // Turns character round.
void walk(); // Prepares for andexor, etc.
void walkTo(byte pednum); // Home in on a point.
- void stophoming(); // Self-explanatory.
- void homeStep(); // Calculates ix & iy for one homing step.
- void speed(int8 xx, int8 yy); // Sets ix & iy, non-homing, etc.
- void stopWalk(); // Stops the sprite from moving.
- void chatter(); // Sets up talk vars.
- void done();
private:
Animation *_tr;
bool checkCollision();
- int8 sgn(int16 val);
+ int8 getSign(int16 val);
+ void homeStep(); // Calculates ix & iy for one homing step.
};
class Animation {