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authorStrangerke2013-10-02 07:25:20 +0200
committerStrangerke2013-10-02 07:25:20 +0200
commit546e911af998bb4948e4c930abfc731391d04509 (patch)
tree81f3dd5efb1e9974b983d3c303bff766e953dbe7 /engines/avalanche/animation.h
parent5a4bd0d837a780be737a9c7d978d23a4c2954606 (diff)
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AVALANCHE: Use Doxygen comments in Animation
Diffstat (limited to 'engines/avalanche/animation.h')
-rw-r--r--engines/avalanche/animation.h45
1 files changed, 22 insertions, 23 deletions
diff --git a/engines/avalanche/animation.h b/engines/avalanche/animation.h
index e880fbf9e7..b975e03012 100644
--- a/engines/avalanche/animation.h
+++ b/engines/avalanche/animation.h
@@ -72,19 +72,19 @@ public:
bool _callEachStepFl; // Do we call the eachstep procedure?
byte _eachStepProc;
- void init(byte spritenum, bool doCheck, Animation *anim); // Loads & sets up the sprite.
- void reset(); // Just sets 'quick' to false. Original name: original().
- void draw(); // Drops sprite onto screen. Original: andexor().
- void turn(Direction whichway); // Turns character round.
- void appear(int16 wx, int16 wy, Direction wf); // Switches it on.
- void bounce(); // Bounces off walls.
- 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 setSpeed(int8 xx, int8 yy); // Sets ix & iy, non-homing, etc.
- void stopWalk(); // Stops the sprite from moving.
- void chatter(); // Sets up talk vars.
+ void init(byte spritenum, bool doCheck, Animation *anim);
+ void reset();
+ void draw();
+ void turn(Direction whichway);
+ void appear(int16 wx, int16 wy, Direction wf);
+ void bounce();
+ void walk();
+ void walkTo(byte pednum);
+ void stopHoming();
+ void homeStep();
+ void setSpeed(int8 xx, int8 yy);
+ void stopWalk();
+ void chatter();
void remove();
private:
@@ -113,23 +113,21 @@ public:
};
AnimationType _sprites[kSpriteNumbMax];
- bool _mustExclaim;
- uint16 _sayWhat;
Animation(AvalancheEngine *vm);
~Animation();
void animLink();
- void resetAnims(); // Original: loadtrip().
+ void resetAnims();
void callSpecial(uint16 which);
- void catacombMove(byte ped); // When you enter a new position in the catacombs, this procedure should be called. It changes the 'also' codes so that they may match the picture on the screen.
+ void catacombMove(byte ped);
void stopWalking();
void setMoveSpeed(byte t, Direction dir);
void appearPed(byte sprNum, byte pedNum);
- bool inField(byte which); // Returns true if you're within field "which".
- bool nearDoor(); // Returns True if you're near a door.
+ bool inField(byte which);
+ bool nearDoor();
void updateSpeed();
- void handleMoveKey(const Common::Event &event); // To replace tripkey().
+ void handleMoveKey(const Common::Event &event);
void hideInCupboard();
void setDirection(Direction dir);
@@ -143,8 +141,9 @@ private:
Direction _direction; // The direction Avvy is currently facing.
Direction _oldDirection;
bool _arrowTriggered; // And has the arrow been triggered?
-
+ bool _mustExclaim;
byte _geidaSpin, _geidaTime; // For the making "Geida dizzy" joke.
+ uint16 _sayWhat;
AvalancheEngine *_vm;
@@ -156,7 +155,7 @@ private:
void arrowProcs(byte tripnum);
// Different movements for NPCs:
- void followAvalotY(byte tripnum); // Original: follow_avvy_y().
+ void followAvalotY(byte tripnum);
void backAndForth(byte tripnum);
void faceAvvy(byte tripnum);
@@ -165,7 +164,7 @@ private:
void takeAStep(byte &tripnum);
void geidaProcs(byte tripnum);
- void drawSprites(); // Original: call_andexors().
+ void drawSprites();
};
} // End of namespace Avalanche.