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author | Strangerke | 2013-09-13 21:30:03 +0200 |
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committer | Strangerke | 2013-09-13 21:30:03 +0200 |
commit | 82e76e7b5391ae87dc44d7986b2dfd40c53c3fc8 (patch) | |
tree | e7f0f4dbf2391eb6ce8a0468961fb7dcfc66d6c3 /engines/avalanche/gyro2.h | |
parent | 44ff5eeafb14b85f89d9d2d234af7a19a20d997b (diff) | |
download | scummvm-rg350-82e76e7b5391ae87dc44d7986b2dfd40c53c3fc8.tar.gz scummvm-rg350-82e76e7b5391ae87dc44d7986b2dfd40c53c3fc8.tar.bz2 scummvm-rg350-82e76e7b5391ae87dc44d7986b2dfd40c53c3fc8.zip |
AVALANCHE: Remove DNA structure which was essentially a savegame structure unused in ScummVM
Diffstat (limited to 'engines/avalanche/gyro2.h')
-rw-r--r-- | engines/avalanche/gyro2.h | 142 |
1 files changed, 71 insertions, 71 deletions
diff --git a/engines/avalanche/gyro2.h b/engines/avalanche/gyro2.h index faab64c070..35addc3a50 100644 --- a/engines/avalanche/gyro2.h +++ b/engines/avalanche/gyro2.h @@ -53,76 +53,6 @@ struct MouseHotspotType { // mouse-void int16 _horizontal, _vertical; }; -struct DnaType { // Ux, uy, & ww now all belong to Trip5 - byte _direction; // The direction Avvy is currently facing. - byte _carryNum; // How many objects you're carrying... - bool _objects[kObjectNum]; // ...and which ones they are. - int16 _score; // your score, of course - int32 _money; // your current amount of dosh - byte _room; // your current room - byte _wearing; // what you're wearing - byte _sworeNum; // number of times you've sworn - byte _saveNum; // number of times this game has been saved - byte _roomCount[100]; // Add one to each every time you enter a room - byte _alcoholLevel; // Your blood alcohol level. - byte _playedNim; // How many times you've played Nim. - bool _wonNim; // Have you *won* Nim? (That's harder.) - byte _wineState; // 0=good (Notts), 1=passable(Argent) ... 3=vinegar. - bool _cwytalotGone; // Has Cwytalot rushed off to Jerusalem yet? - byte _passwordNum; // Number of the passw for this game. - bool _aylesIsAwake; // pretty obvious! - byte _drawbridgeOpen; // Between 0 (shut) and 4 (open). - byte _avariciusTalk; // How much Avaricius has said to you. - bool _boughtOnion; // Have you bought an onion yet? - bool _rottenOnion; // And has it rotted? - bool _onionInVinegar; // Is the onion in the vinegar? - byte _givenToSpludwick; // 0 = nothing given, 1 = onion... - byte _brummieStairs; // Progression through the stairs trick. - byte _cardiffQuestionNum; // Things you get asked in Cardiff. - bool _passedCwytalotInHerts; // Have you passed Cwytalot in Herts? - bool _avvyIsAwake; // Well? Is Avvy awake? (Screen 1 only.) - bool _avvyInBed; // True if Avvy's in bed, but awake. - bool _userMovesAvvy; // If this is false, the user has no control over Avvy's movements. - byte _dogFoodPos; // Which way Dogfood's looking in the pub. - bool _givenBadgeToIby; // Have you given the badge to Iby yet? - bool _friarWillTieYouUp; // If you're going to get tied up. - bool _tiedUp; // You ARE tied up! - byte _boxContent; // 0 = money (sixpence), 254 = empty, any other number implies the contents of the box. - bool _talkedToCrapulus; // Pretty self-explanatory. - byte _jacquesState; // 0=asleep, 1=awake, 2=gets up, 3=gone. - bool _bellsAreRinging; // Is Jacques ringing the bells? - bool _standingOnDais; // In room 71, inside Cardiff Castle. - bool _takenPen; // Have you taken the pen (in Cardiff?) - bool _arrowTriggered; // And has the arrow been triggered? - bool _arrowInTheDoor; // Did the arrow hit the wall? - Common::String _favouriteDrink, _favouriteSong, _worstPlaceOnEarth, _spareEvening; // Personalisation str's - uint32 _totalTime; // Your total time playing this game, in ticks. - byte _jumpStatus; // Fixes how high you're jumping. - bool _mushroomGrowing; // Is the mushroom growing in 42? - bool _spludwickAtHome; // Is Spludwick at home? - byte _lastRoom; - byte _lastRoomNotMap; - bool _crapulusWillTell; // Will Crapulus tell you about Spludwick being away? - bool _enterCatacombsFromLustiesRoom; - bool _teetotal; // Are we touching any more drinks? - byte _malagauche; // Position of Malagauche. See Celer for more info. - char _drinking; // What's he getting you? - bool _enteredLustiesRoomAsMonk; - byte _catacombX, _catacombY; // XY coords in the catacombs. - bool _avvysInTheCupboard; // On screen 22. - bool _geidaFollows; // Is Geida following you? - byte _geidaSpin, _geidaTime; // For the making "Geida dizzy" joke. - byte _nextBell; // For the ringing. - bool _givenPotionToGeida; // Does Geida have the potion? - bool _lustieIsAsleep; // Is BDL asleep? - byte _flipToWhere, _flipToPed; // For the sequencer. - bool _beenTiedUp; // In r__Robins. - bool _sittingInPub; // Are you sitting down in the pub? - byte _spurgeTalkCount; // Count for talking to Spurge. - bool _metAvaroid; - bool _takenMushroom, _givenPenToAyles, _askedDogfoodAboutNim; -}; - struct PedType { int16 _x, _y; byte _direction; @@ -324,7 +254,76 @@ public: // You may know better than On which page to switch to. bool _onCanDoPageSwap; - DnaType _dna; + // Former DNA structure + byte _direction; // The direction Avvy is currently facing. + byte _carryNum; // How many objects you're carrying... + bool _objects[kObjectNum]; // ...and which ones they are. + int16 _dnascore; // your score, of course + int32 _money; // your current amount of dosh + byte _room; // your current room + byte _wearing; // what you're wearing + byte _sworeNum; // number of times you've sworn + byte _saveNum; // number of times this game has been saved + byte _roomCount[100]; // Add one to each every time you enter a room + byte _alcoholLevel; // Your blood alcohol level. + byte _playedNim; // How many times you've played Nim. + bool _wonNim; // Have you *won* Nim? (That's harder.) + byte _wineState; // 0=good (Notts), 1=passable(Argent) ... 3=vinegar. + bool _cwytalotGone; // Has Cwytalot rushed off to Jerusalem yet? + byte _passwordNum; // Number of the passw for this game. + bool _aylesIsAwake; // pretty obvious! + byte _drawbridgeOpen; // Between 0 (shut) and 4 (open). + byte _avariciusTalk; // How much Avaricius has said to you. + bool _boughtOnion; // Have you bought an onion yet? + bool _rottenOnion; // And has it rotted? + bool _onionInVinegar; // Is the onion in the vinegar? + byte _givenToSpludwick; // 0 = nothing given, 1 = onion... + byte _brummieStairs; // Progression through the stairs trick. + byte _cardiffQuestionNum; // Things you get asked in Cardiff. + bool _passedCwytalotInHerts; // Have you passed Cwytalot in Herts? + bool _avvyIsAwake; // Well? Is Avvy awake? (Screen 1 only.) + bool _avvyInBed; // True if Avvy's in bed, but awake. + bool _userMovesAvvy; // If this is false, the user has no control over Avvy's movements. + byte _dogFoodPos; // Which way Dogfood's looking in the pub. + bool _givenBadgeToIby; // Have you given the badge to Iby yet? + bool _friarWillTieYouUp; // If you're going to get tied up. + bool _tiedUp; // You ARE tied up! + byte _boxContent; // 0 = money (sixpence), 254 = empty, any other number implies the contents of the box. + bool _talkedToCrapulus; // Pretty self-explanatory. + byte _jacquesState; // 0=asleep, 1=awake, 2=gets up, 3=gone. + bool _bellsAreRinging; // Is Jacques ringing the bells? + bool _standingOnDais; // In room 71, inside Cardiff Castle. + bool _takenPen; // Have you taken the pen (in Cardiff?) + bool _arrowTriggered; // And has the arrow been triggered? + bool _arrowInTheDoor; // Did the arrow hit the wall? + Common::String _favouriteDrink, _favouriteSong, _worstPlaceOnEarth, _spareEvening; // Personalisation str's + uint32 _totalTime; // Your total time playing this game, in ticks. + byte _jumpStatus; // Fixes how high you're jumping. + bool _mushroomGrowing; // Is the mushroom growing in 42? + bool _spludwickAtHome; // Is Spludwick at home? + byte _lastRoom; + byte _lastRoomNotMap; + bool _crapulusWillTell; // Will Crapulus tell you about Spludwick being away? + bool _enterCatacombsFromLustiesRoom; + bool _teetotal; // Are we touching any more drinks? + byte _malagauche; // Position of Malagauche. See Celer for more info. + char _drinking; // What's he getting you? + bool _enteredLustiesRoomAsMonk; + byte _catacombX, _catacombY; // XY coords in the catacombs. + bool _avvysInTheCupboard; // On screen 22. + bool _geidaFollows; // Is Geida following you? + byte _geidaSpin, _geidaTime; // For the making "Geida dizzy" joke. + byte _nextBell; // For the ringing. + bool _givenPotionToGeida; // Does Geida have the potion? + bool _lustieIsAsleep; // Is BDL asleep? + byte _flipToWhere, _flipToPed; // For the sequencer. + bool _beenTiedUp; // In r__Robins. + bool _sittingInPub; // Are you sitting down in the pub? + byte _spurgeTalkCount; // Count for talking to Spurge. + bool _metAvaroid; + bool _takenMushroom, _givenPenToAyles, _askedDogfoodAboutNim; + // End of former DNA Structure + byte _lineNum; // Number of lines. LineType _lines[50]; // For Also. enum MouseState { kMouseStateNo, kMouseStateYes, kMouseStateVirtual } _mouse; @@ -399,6 +398,7 @@ public: void setBackgroundColor(byte x); void drawShadowBox(int16 x1, int16 y1, int16 x2, int16 y2, Common::String t); + void resetVariables(); void newGame(); // This sets up the DNA for a completely new game. void slowDown(); bool setFlag(char x); |