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authorMax Horn2002-05-23 00:37:00 +0000
committerMax Horn2002-05-23 00:37:00 +0000
commit8fd03ae929e06355a89ffbd10b8bbf06b455e782 (patch)
treeb50a05cf884601edb36b09dcc5709121acbca462 /scumm.h
parent1ba002766e07f17c42b682714d16ef19352602ec (diff)
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moved more stuff out of the Scumm class (usage of g_scumm is only temporary, Endy, no worries <g>); some other cleanup
svn-id: r4376
Diffstat (limited to 'scumm.h')
-rw-r--r--scumm.h48
1 files changed, 6 insertions, 42 deletions
diff --git a/scumm.h b/scumm.h
index ec8cac3f7e..551e86cbeb 100644
--- a/scumm.h
+++ b/scumm.h
@@ -412,6 +412,9 @@ struct CostumeRenderer {
byte drawOneSlot(Actor *a, int slot);
byte drawCostume(Actor *a);
+ void setPalette(byte *palette);
+ void setFacing(uint16 facing);
+ void setCostume(int costume);
};
#define ARRAY_HDR_SIZE 6
@@ -868,9 +871,9 @@ public:
/* Should be in Costume class */
void loadCostume(LoadedCostume *lc, int costume);
- void cost_setPalette(CostumeRenderer *cr, byte *palette);
- void cost_setFacing(CostumeRenderer *cr, Actor *a);
- void cost_setCostume(CostumeRenderer *cr, int costume);
+// void cost_setPalette(CostumeRenderer *cr, byte *palette);
+// void cost_setFacing(CostumeRenderer *cr, Actor *a);
+// void cost_setCostume(CostumeRenderer *cr, int costume);
byte cost_increaseAnims(LoadedCostume *lc, Actor *a);
byte cost_increaseAnim(LoadedCostume *lc, Actor *a, int slot);
void cost_decodeData(Actor *a, int frame, uint usemask);
@@ -985,21 +988,9 @@ public:
Actor *derefActorSafe(int id, const char *errmsg);
Actor *getFirstActor() {return actor;}
void putActor(Actor *a, int x, int y, byte room);
-// void hideActor(Actor *a);
-// void showActor(Actor *a);
void showActors();
-// void initActor(Actor *a, int mode);
-// void setActorWalkSpeed(Actor *a, uint speed1, uint speed2);
-// int calcMovementFactor(Actor *a, int newx, int newy);
-// int actorWalkStep(Actor *a);
-// int remapDirection(Actor *a, int dir);
-// void setupActorScale(Actor *a);
-// void stopActorMoving(Actor *a);
uint32 *_classData;
-// void startWalkAnim(Actor *a, int cmd, int angle);
-// void startAnimActor(Actor *a, int frame);
-// void setActorBox(Actor *a, int box);
int newDirToOldDir(int dir);
int oldDirToNewDir(int dir);
@@ -1009,34 +1000,21 @@ public:
static int fromSimpleDir(int dirtype, int dir);
static int toSimpleDir(int dirtype, int dir);
static int numSimpleDirDirections(int dirType);
-// int updateActorDirection(Actor *a);
void startAnimActorEx(Actor *a, int frame, int direction);
int getProgrDirChange(Actor *a, int mode);
- void initActorCostumeData(Actor *a);
-// void setActorDirection(Actor *a, int direction);
int getActorXYPos(Actor *a);
-// void adjustActorPos(Actor *a);
-// void turnToDirection(Actor *a, int newdir);
AdjustBoxResult adjustXYToBeInBox(Actor *a, int x, int y, int pathfrom);
void walkActors();
void playActorSounds();
-// void walkActor(Actor *a);
void setActorRedrawFlags();
void resetActorBgs();
void processActors();
- void drawActorCostume(Actor *a);
- void actorAnimate(Actor *a);
int getActorFromPos(int x, int y);
-// void setActorCostume(Actor *a, int c);
-// byte *getActorName(Actor *a);
void faceActorToObj(int act, int obj);
void animateActor(int act, int anim);
void actorFollowCamera(int act);
-// void startWalkActor(Actor *a, int x, int y, int dir);
-// void remapActor(Actor *a, int b, int c, int d, int e);
-// void walkActorOld(Actor *a);
bool isCostumeInUse(int i);
/* Actor talking stuff */
@@ -1048,24 +1026,10 @@ public:
void stopTalk();
/* Akos Class */
- bool akos_drawCostume(AkosRenderer *ar);
- void akos_setPalette(AkosRenderer *ar, byte *palette);
- void akos_setCostume(AkosRenderer *ar, int costume);
- void akos_setFacing(AkosRenderer *ar, Actor *a);
- bool akos_drawCostumeChannel(AkosRenderer *ar, int chan);
- void akos_codec1(AkosRenderer *ar);
- void akos_codec5(AkosRenderer *ar);
- void akos_codec16(AkosRenderer *ar);
- void akos_codec1_ignorePakCols(AkosRenderer *ar, int num);
- void akos_c1_spec2(AkosRenderer *ar);
- void akos_c1_spec3(AkosRenderer *ar);
bool akos_increaseAnims(byte *akos, Actor *a);
bool akos_increaseAnim(Actor *a, int i, byte *aksq, uint16 *akfo, int numakfo);
- int getAnimVar(Actor *a, byte var);
- void setAnimVar(Actor *a, byte var, int value);
-
void akos_queCommand(byte cmd, Actor *a, int param_1, int param_2);
bool akos_compare(int a, int b, byte cmd);
void akos_decodeData(Actor *a, int frame, uint usemask);