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authorStrangerke2013-10-01 22:52:30 +0200
committerStrangerke2013-10-01 22:52:30 +0200
commitae456719738cfbcfa5f756d0fd1cfc82a99057fd (patch)
treefaae7f79b4ac746ae83d4141477a5c3d18e77753 /engines/avalanche/avalanche.h
parentce50d8698727bb22b33a86f0d804071247c53fe3 (diff)
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AVALANCHE: More work on variables
Diffstat (limited to 'engines/avalanche/avalanche.h')
-rw-r--r--engines/avalanche/avalanche.h54
1 files changed, 25 insertions, 29 deletions
diff --git a/engines/avalanche/avalanche.h b/engines/avalanche/avalanche.h
index f024f247fa..cbbc469ac5 100644
--- a/engines/avalanche/avalanche.h
+++ b/engines/avalanche/avalanche.h
@@ -277,46 +277,27 @@ public:
byte _cp, _ledStatus;
FontType _font;
bool _alive;
- int16 _underScroll; // Y-coord of just under the scroll text.
- Common::String _roomnName; // Name of actual room
- Common::String _subject; // What you're talking to them about.
byte _subjectNum; // The same thing.
- bool _keyboardClick; // Is a keyboard click noise wanted?
People _him, _her;
byte _it;
uint32 _roomTime; // Set to 0 when you enter a room, added to in every loop.
- People _lastPerson; // Last person to have been selected using the People menu.
bool _doingSpriteRun; // Only set to True if we're doing a sprite_run at this moment. This stops the trippancy system from moving any of the sprites.
- bool _holdTheDawn; // If this is true, calling Dawn will do nothing. It's used, for example, at the start, to stop Load from dawning.
bool _isLoaded; // Is it a loaded gamestate?
bool _soundFx;
- void handleKeyDown(Common::Event &event); // To replace Basher::keyboard_link() and Basher::typein().
- void setup();
- void runAvalot();
-
- void init();
void callVerb(VerbCode id);
void loadRoom(byte num);
- void exitRoom(byte x);
- void enterRoom(Room room, byte ped);
void thinkAbout(byte object, bool type); // Hey!!! Get it and put it!!!
- void drawToolbar();
- void drawScore();
void incScore(byte num); // Add on no. of points
- void useCompass(const Common::Point &cursorPos); // Click on the compass on the toolbar to control Avvy's movement.
void fxToggle();
void refreshObjectList();
- void checkClick();
void errorLed();
void dusk();
void dawn();
void drawDirection(); // Draws the little icon at the left end of the text input field.
void gameOver();
uint16 bearing(byte whichPed); // Returns the bearing from ped 'whichped' to Avvy, in degrees.
- void fixFlashers();
- void loadAlso(byte num);
// There are two kinds of redraw: Major and Minor. Minor is what happens when you load a game, etc. Major redraws EVERYTHING.
void minorRedraw();
@@ -326,12 +307,13 @@ public:
Common::String intToStr(int32 num);
- void resetVariables();
+
+
+
+
void newGame(); // This sets up the DNA for a completely new game.
- void slowDown();
bool getFlag(char x);
bool decreaseMoney(uint16 amount); // Called pennycheck in the original.
- void hangAroundForAWhile();
Common::String getName(People whose);
byte getNameChar(People whose);
@@ -348,31 +330,45 @@ public:
private:
static Room _whereIs[29];
+ // Will be used in dusk() and dawn().
+ bool _fxHidden;
bool _spludwickAtHome; // Is Spludwick at home?
+ bool _passedCwytalotInHerts; // Have you passed Cwytalot in Herts?
+ bool _holdTheDawn; // If this is true, calling Dawn will do nothing. It's used, for example, at the start, to stop Load from dawning.
byte _lastRoom;
byte _lastRoomNotMap;
- bool _passedCwytalotInHerts; // Have you passed Cwytalot in Herts?
byte _roomCount[100]; // Add one to each every time you enter a room
Common::String _mouseText;
Common::String _flags;
+ Common::String _roomnName; // Name of actual room
int8 _scoreToDisplay[3];
Common::File file;
Common::String readAlsoStringFromFile();
+
+ void runAvalot();
+ void init();
+ void setup();
void scram(Common::String &str);
void unScramble();
-
+ void handleKeyDown(Common::Event &event); // To replace Basher::keyboard_link() and Basher::typein().
void enterNewTown();
void findPeople(byte room);
void putGeidaAt(byte whichPed, byte ped);
void guideAvvy(Common::Point cursorPos);
-
- // Will be used in dusk() and dawn().
- bool _fxHidden;
-
- int8 fades(int8 x);
void fadeOut(byte n);
void fadeIn(byte n);
+ void enterRoom(Room room, byte ped);
+ void exitRoom(byte x);
+ void drawToolbar();
+ void drawScore();
+ void useCompass(const Common::Point &cursorPos); // Click on the compass on the toolbar to control Avvy's movement.
+ void checkClick();
+ void fixFlashers();
+ void loadAlso(byte num);
+ void resetVariables();
+
+ int8 fades(int8 x);
};
} // End of namespace Avalanche