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author | Arnaud Boutonné | 2011-02-11 07:12:29 +0000 |
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committer | Arnaud Boutonné | 2011-02-11 07:12:29 +0000 |
commit | 3c5fb26a913b1b8c97da6a0ef0b6b0f2f1498b4b (patch) | |
tree | c003649b2806e76dc21b9f5eca96b412d10a3413 /engines/hugo/hugo.h | |
parent | d8d9305c22969e98ac8e0c987ac27e7508ff705c (diff) | |
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HUGO: refactoring: move boundaries to object class
svn-id: r55879
Diffstat (limited to 'engines/hugo/hugo.h')
-rw-r--r-- | engines/hugo/hugo.h | 32 |
1 files changed, 0 insertions, 32 deletions
diff --git a/engines/hugo/hugo.h b/engines/hugo/hugo.h index ea67927e11..3799e32e32 100644 --- a/engines/hugo/hugo.h +++ b/engines/hugo/hugo.h @@ -141,11 +141,6 @@ enum istate_t {kInventoryOff, kInventoryUp, kInventoryDown, kInventoryActive}; enum vstate_t {kViewIdle, kViewIntroInit, kViewIntro, kViewPlay, kViewInvent, kViewExit}; /** -* Purpose of an automatic route -*/ -enum go_t {kRouteSpace, kRouteExit, kRouteLook, kRouteGet}; - -/** * Enumerate whether object is foreground, background or 'floating' * If floating, HERO can collide with it and fore/back ground is determined * by relative y-coord of object base. This is the general case. @@ -305,37 +300,18 @@ public: char *useBG(const char *name); - int deltaX(const int x1, const int x2, const int vx, int y) const; - int deltaY(const int x1, const int x2, const int vy, const int y) const; - int8 getTPS() const; void initGame(const HugoGameDescription *gd); void initGamePart(const HugoGameDescription *gd); - void boundaryCollision(object_t *obj); - void clearBoundary(const int x1, const int x2, const int y); - void clearScreenBoundary(const int x1, const int x2, const int y); void endGame(); void initStatus(); void readScreenFiles(const int screen); void screenActions(const int screen); void setNewScreen(const int screen); void shutdown(); - void storeBoundary(const int x1, const int x2, const int y); void syncSoundSettings(); - overlay_t &getBoundaryOverlay() { - return _boundary; - } - overlay_t &getObjectBoundaryOverlay() { - return _objBound; - } - overlay_t &getBaseBoundaryOverlay() { - return _ovlBase; - } - overlay_t &getFirstOverlay() { - return _overlay; - } status_t &getGameStatus() { return _status; } @@ -407,14 +383,6 @@ private: // foreground stationary objects and baselines for those objects (used to // determine foreground/background wrt moving objects) -// Vinterstum: These shouldn't be static, but we get weird pathfinding issues (and Valgrind warnings) without. -// Needs more investigation. Alignment issues? - - static overlay_t _boundary; // Boundary overlay file - static overlay_t _overlay; // First overlay file - static overlay_t _ovlBase; // First overlay base file - static overlay_t _objBound; // Boundary file marks object baselines - GameType _gameType; Common::Platform _platform; bool _packedFl; |