diff options
Diffstat (limited to 'engines/avalanche/animation.cpp')
-rw-r--r-- | engines/avalanche/animation.cpp | 172 |
1 files changed, 86 insertions, 86 deletions
diff --git a/engines/avalanche/animation.cpp b/engines/avalanche/animation.cpp index 836864bf9e..fd7da5745c 100644 --- a/engines/avalanche/animation.cpp +++ b/engines/avalanche/animation.cpp @@ -191,27 +191,27 @@ void AnimationType::walk() { if ((magicColor != 255) & (!_anim->_vm->_doingSpriteRun)) { MagicType *magic = &_anim->_vm->_magics[magicColor]; switch (magic->_operation) { - case AvalancheEngine::kMagicExclaim: + case kMagicExclaim: bounce(); _anim->_mustExclaim = true; _anim->_sayWhat = magic->_data; break; - case AvalancheEngine::kMagicBounce: + case kMagicBounce: bounce(); break; - case AvalancheEngine::kMagicTransport: + case kMagicTransport: _anim->_vm->flipRoom((Room)(magic->_data >> 8), magic->_data & 0xff); break; - case AvalancheEngine::kMagicUnfinished: { + case kMagicUnfinished: { bounce(); Common::String tmpStr = Common::String::format("%c%cSorry.%cThis place is not available yet!", Dialogs::kControlBell, Dialogs::kControlCenter, Dialogs::kControlRoman); _anim->_vm->_dialogs->displayText(tmpStr); } break; - case AvalancheEngine::kMagicSpecial: + case kMagicSpecial: _anim->callSpecial(magic->_data); break; - case AvalancheEngine::kMagicOpenDoor: + case kMagicOpenDoor: _anim->_vm->openDoor((Room)(magic->_data >> 8), magic->_data & 0xff, magicColor); break; } @@ -427,66 +427,66 @@ void Animation::catacombMove(byte ped) { switch (here & 0xf) { // West. case 0: // no connection (wall) - _vm->_magics[1]._operation = AvalancheEngine::kMagicBounce; // Sloping wall. - _vm->_magics[2]._operation = AvalancheEngine::kMagicNothing; // Straight wall. - _vm->_portals[4]._operation = AvalancheEngine::kMagicNothing; // Door. + _vm->_magics[1]._operation = kMagicBounce; // Sloping wall. + _vm->_magics[2]._operation = kMagicNothing; // Straight wall. + _vm->_portals[4]._operation = kMagicNothing; // Door. _vm->_background->draw(-1, -1, 27); break; case 0x1: // no connection (wall + shield), - _vm->_magics[1]._operation = AvalancheEngine::kMagicBounce; // Sloping wall. - _vm->_magics[2]._operation = AvalancheEngine::kMagicNothing; // Straight wall. - _vm->_portals[4]._operation = AvalancheEngine::kMagicNothing; // Door. + _vm->_magics[1]._operation = kMagicBounce; // Sloping wall. + _vm->_magics[2]._operation = kMagicNothing; // Straight wall. + _vm->_portals[4]._operation = kMagicNothing; // Door. _vm->_background->draw(-1, -1, 27); // Wall, plus... _vm->_background->draw(-1, -1, 28); // ...shield. break; case 0x2: // wall with door - _vm->_magics[1]._operation = AvalancheEngine::kMagicBounce; // Sloping wall. - _vm->_magics[2]._operation = AvalancheEngine::kMagicNothing; // Straight wall. - _vm->_portals[4]._operation = AvalancheEngine::kMagicSpecial; // Door. + _vm->_magics[1]._operation = kMagicBounce; // Sloping wall. + _vm->_magics[2]._operation = kMagicNothing; // Straight wall. + _vm->_portals[4]._operation = kMagicSpecial; // Door. _vm->_background->draw(-1, -1, 27); // Wall, plus... _vm->_background->draw(-1, -1, 29); // ...door. break; case 0x3: // wall with door and shield - _vm->_magics[1]._operation = AvalancheEngine::kMagicBounce; // Sloping wall. - _vm->_magics[2]._operation = AvalancheEngine::kMagicNothing; // Straight wall. - _vm->_portals[4]._operation = AvalancheEngine::kMagicSpecial; // Door. + _vm->_magics[1]._operation = kMagicBounce; // Sloping wall. + _vm->_magics[2]._operation = kMagicNothing; // Straight wall. + _vm->_portals[4]._operation = kMagicSpecial; // Door. _vm->_background->draw(-1, -1, 27); // Wall, plus... _vm->_background->draw(-1, -1, 29); // ...door, and... _vm->_background->draw(-1, -1, 28); // ...shield. break; case 0x4: // no connection (wall + window), - _vm->_magics[1]._operation = AvalancheEngine::kMagicBounce; // Sloping wall. - _vm->_magics[2]._operation = AvalancheEngine::kMagicNothing; // Straight wall. - _vm->_portals[4]._operation = AvalancheEngine::kMagicNothing; // Door. + _vm->_magics[1]._operation = kMagicBounce; // Sloping wall. + _vm->_magics[2]._operation = kMagicNothing; // Straight wall. + _vm->_portals[4]._operation = kMagicNothing; // Door. _vm->_background->draw(-1, -1, 27); // Wall, plus... _vm->_background->draw(-1, -1, 4); // ...window. break; case 0x5: // wall with door and window - _vm->_magics[1]._operation = AvalancheEngine::kMagicBounce; // Sloping wall. - _vm->_magics[2]._operation = AvalancheEngine::kMagicNothing; // Straight wall. - _vm->_portals[4]._operation = AvalancheEngine::kMagicSpecial; // Door. + _vm->_magics[1]._operation = kMagicBounce; // Sloping wall. + _vm->_magics[2]._operation = kMagicNothing; // Straight wall. + _vm->_portals[4]._operation = kMagicSpecial; // Door. _vm->_background->draw(-1, -1, 27); // Wall, plus... _vm->_background->draw(-1, -1, 29); // ...door, and... _vm->_background->draw(-1, -1, 4); // ...window. break; case 0x6: // no connection (wall + torches), - _vm->_magics[1]._operation = AvalancheEngine::kMagicBounce; // Sloping wall. - _vm->_magics[2]._operation = AvalancheEngine::kMagicNothing; // Straight wall. - _vm->_portals[4]._operation = AvalancheEngine::kMagicNothing; // No door. + _vm->_magics[1]._operation = kMagicBounce; // Sloping wall. + _vm->_magics[2]._operation = kMagicNothing; // Straight wall. + _vm->_portals[4]._operation = kMagicNothing; // No door. _vm->_background->draw(-1, -1, 27); // Wall, plus... _vm->_background->draw(-1, -1, 6); // ...torches. break; case 0x7: // wall with door and torches - _vm->_magics[1]._operation = AvalancheEngine::kMagicBounce; // Sloping wall. - _vm->_magics[2]._operation = AvalancheEngine::kMagicNothing; // Straight wall. - _vm->_portals[4]._operation = AvalancheEngine::kMagicSpecial; // Door. + _vm->_magics[1]._operation = kMagicBounce; // Sloping wall. + _vm->_magics[2]._operation = kMagicNothing; // Straight wall. + _vm->_portals[4]._operation = kMagicSpecial; // Door. _vm->_background->draw(-1, -1, 27); // Wall, plus... _vm->_background->draw(-1, -1, 29); // ...door, and... _vm->_background->draw(-1, -1, 6); // ...torches. break; case 0xf: // straight-through corridor. - _vm->_magics[1]._operation = AvalancheEngine::kMagicNothing; // Sloping wall. - _vm->_magics[2]._operation = AvalancheEngine::kMagicSpecial; // Straight wall. + _vm->_magics[1]._operation = kMagicNothing; // Sloping wall. + _vm->_magics[2]._operation = kMagicSpecial; // Straight wall. break; } @@ -494,90 +494,90 @@ void Animation::catacombMove(byte ped) { switch ((here & 0xf0) >> 4) { // East case 0: // no connection (wall) - _vm->_magics[4]._operation = AvalancheEngine::kMagicBounce; // Sloping wall. - _vm->_magics[5]._operation = AvalancheEngine::kMagicNothing; // Straight wall. - _vm->_portals[6]._operation = AvalancheEngine::kMagicNothing; // Door. + _vm->_magics[4]._operation = kMagicBounce; // Sloping wall. + _vm->_magics[5]._operation = kMagicNothing; // Straight wall. + _vm->_portals[6]._operation = kMagicNothing; // Door. _vm->_background->draw(-1, -1, 18); break; case 0x1: // no connection (wall + window), - _vm->_magics[4]._operation = AvalancheEngine::kMagicBounce; // Sloping wall. - _vm->_magics[5]._operation = AvalancheEngine::kMagicNothing; // Straight wall. - _vm->_portals[6]._operation = AvalancheEngine::kMagicNothing; // Door. + _vm->_magics[4]._operation = kMagicBounce; // Sloping wall. + _vm->_magics[5]._operation = kMagicNothing; // Straight wall. + _vm->_portals[6]._operation = kMagicNothing; // Door. _vm->_background->draw(-1, -1, 18); // Wall, plus... _vm->_background->draw(-1, -1, 19); // ...window. break; case 0x2: // wall with door - _vm->_magics[4]._operation = AvalancheEngine::kMagicBounce; // Sloping wall. - _vm->_magics[5]._operation = AvalancheEngine::kMagicNothing; // Straight wall. - _vm->_portals[6]._operation = AvalancheEngine::kMagicSpecial; // Door. + _vm->_magics[4]._operation = kMagicBounce; // Sloping wall. + _vm->_magics[5]._operation = kMagicNothing; // Straight wall. + _vm->_portals[6]._operation = kMagicSpecial; // Door. _vm->_background->draw(-1, -1, 18); // Wall, plus... _vm->_background->draw(-1, -1, 20); // ...door. break; case 0x3: // wall with door and window - _vm->_magics[4]._operation = AvalancheEngine::kMagicBounce; // Sloping wall. - _vm->_magics[5]._operation = AvalancheEngine::kMagicNothing; // Straight wall. - _vm->_portals[6]._operation = AvalancheEngine::kMagicSpecial; // Door. + _vm->_magics[4]._operation = kMagicBounce; // Sloping wall. + _vm->_magics[5]._operation = kMagicNothing; // Straight wall. + _vm->_portals[6]._operation = kMagicSpecial; // Door. _vm->_background->draw(-1, -1, 18); // Wall, plus... _vm->_background->draw(-1, -1, 19); // ...door, and... _vm->_background->draw(-1, -1, 20); // ...window. break; case 0x6: // no connection (wall + torches), - _vm->_magics[4]._operation = AvalancheEngine::kMagicBounce; // Sloping wall. - _vm->_magics[5]._operation = AvalancheEngine::kMagicNothing; // Straight wall. - _vm->_portals[6]._operation = AvalancheEngine::kMagicNothing; // No door. + _vm->_magics[4]._operation = kMagicBounce; // Sloping wall. + _vm->_magics[5]._operation = kMagicNothing; // Straight wall. + _vm->_portals[6]._operation = kMagicNothing; // No door. _vm->_background->draw(-1, -1, 18); // Wall, plus... _vm->_background->draw(-1, -1, 17); // ...torches. break; case 0x7: // wall with door and torches - _vm->_magics[4]._operation = AvalancheEngine::kMagicBounce; // Sloping wall. - _vm->_magics[5]._operation = AvalancheEngine::kMagicNothing; // Straight wall. - _vm->_portals[6]._operation = AvalancheEngine::kMagicSpecial; // Door. + _vm->_magics[4]._operation = kMagicBounce; // Sloping wall. + _vm->_magics[5]._operation = kMagicNothing; // Straight wall. + _vm->_portals[6]._operation = kMagicSpecial; // Door. _vm->_background->draw(-1, -1, 18); // Wall, plus... _vm->_background->draw(-1, -1, 20); // ...door, and... _vm->_background->draw(-1, -1, 17); // ...torches. break; case 0xf: // straight-through corridor. - _vm->_magics[4]._operation = AvalancheEngine::kMagicNothing; // Sloping wall. - _vm->_magics[5]._operation = AvalancheEngine::kMagicSpecial; // Straight wall. - _vm->_portals[6]._operation = AvalancheEngine::kMagicNothing; // Door. + _vm->_magics[4]._operation = kMagicNothing; // Sloping wall. + _vm->_magics[5]._operation = kMagicSpecial; // Straight wall. + _vm->_portals[6]._operation = kMagicNothing; // Door. break; } switch ((here & 0xf00) >> 8) { // South case 0: // No connection. - _vm->_magics[6]._operation = AvalancheEngine::kMagicBounce; - _vm->_magics[11]._operation = AvalancheEngine::kMagicBounce; - _vm->_magics[12]._operation = AvalancheEngine::kMagicBounce; + _vm->_magics[6]._operation = kMagicBounce; + _vm->_magics[11]._operation = kMagicBounce; + _vm->_magics[12]._operation = kMagicBounce; break; case 0x1: _vm->_background->draw(-1, -1, 21); if ((xy_uint16 == 2051) && (_vm->_geidaFollows)) - _vm->_magics[12]._operation = AvalancheEngine::kMagicExclaim; + _vm->_magics[12]._operation = kMagicExclaim; else - _vm->_magics[12]._operation = AvalancheEngine::kMagicSpecial; // Right exit south. + _vm->_magics[12]._operation = kMagicSpecial; // Right exit south. - _vm->_magics[6]._operation = AvalancheEngine::kMagicBounce; - _vm->_magics[11]._operation = AvalancheEngine::kMagicBounce; + _vm->_magics[6]._operation = kMagicBounce; + _vm->_magics[11]._operation = kMagicBounce; break; case 0x2: _vm->_background->draw(-1, -1, 22); - _vm->_magics[6]._operation = AvalancheEngine::kMagicSpecial; // Middle exit south. - _vm->_magics[11]._operation = AvalancheEngine::kMagicBounce; - _vm->_magics[12]._operation = AvalancheEngine::kMagicBounce; + _vm->_magics[6]._operation = kMagicSpecial; // Middle exit south. + _vm->_magics[11]._operation = kMagicBounce; + _vm->_magics[12]._operation = kMagicBounce; break; case 0x3: _vm->_background->draw(-1, -1, 23); - _vm->_magics[11]._operation = AvalancheEngine::kMagicSpecial; // Left exit south. - _vm->_magics[6]._operation = AvalancheEngine::kMagicBounce; - _vm->_magics[12]._operation = AvalancheEngine::kMagicBounce; + _vm->_magics[11]._operation = kMagicSpecial; // Left exit south. + _vm->_magics[6]._operation = kMagicBounce; + _vm->_magics[12]._operation = kMagicBounce; break; } switch ((here & 0xf000) >> 12) { // North case 0: // No connection - _vm->_magics[0]._operation = AvalancheEngine::kMagicBounce; - _vm->_portals[3]._operation = AvalancheEngine::kMagicNothing; // Door. + _vm->_magics[0]._operation = kMagicBounce; + _vm->_portals[3]._operation = kMagicNothing; // Door. break; // LEFT handles: #if 0 @@ -589,8 +589,8 @@ void Animation::catacombMove(byte ped) { #endif case 0x2: _vm->_background->draw(-1, -1, 3); - _vm->_magics[0]._operation = AvalancheEngine::kMagicBounce; // Middle exit north. - _vm->_portals[3]._operation = AvalancheEngine::kMagicSpecial; // Door. + _vm->_magics[0]._operation = kMagicBounce; // Middle exit north. + _vm->_portals[3]._operation = kMagicSpecial; // Door. break; #if 0 case 0x3: @@ -607,8 +607,8 @@ void Animation::catacombMove(byte ped) { #endif case 0x5: _vm->_background->draw(-1, -1, 2); - _vm->_magics[0]._operation = AvalancheEngine::kMagicBounce; // Middle exit north. - _vm->_portals[3]._operation = AvalancheEngine::kMagicSpecial; // Door. + _vm->_magics[0]._operation = kMagicBounce; // Middle exit north. + _vm->_portals[3]._operation = kMagicSpecial; // Door. break; #if 0 case 0x6: @@ -628,25 +628,25 @@ void Animation::catacombMove(byte ped) { if (((here & 0xf000) >> 12) == 0x9) _vm->_background->draw(-1, -1, 31); - _vm->_magics[0]._operation = AvalancheEngine::kMagicSpecial; // Middle arch north. - _vm->_portals[3]._operation = AvalancheEngine::kMagicNothing; // Door. + _vm->_magics[0]._operation = kMagicSpecial; // Middle arch north. + _vm->_portals[3]._operation = kMagicNothing; // Door. break; // DECORATIONS: case 0xd: // No connection + WINDOW - _vm->_magics[0]._operation = AvalancheEngine::kMagicBounce; - _vm->_portals[3]._operation = AvalancheEngine::kMagicNothing; // Door. + _vm->_magics[0]._operation = kMagicBounce; + _vm->_portals[3]._operation = kMagicNothing; // Door. _vm->_background->draw(-1, -1, 13); break; case 0xe: // No connection + TORCH - _vm->_magics[0]._operation = AvalancheEngine::kMagicBounce; - _vm->_portals[3]._operation = AvalancheEngine::kMagicNothing; // Door. + _vm->_magics[0]._operation = kMagicBounce; + _vm->_portals[3]._operation = kMagicNothing; // Door. _vm->_background->draw(-1, -1, 7); break; // Recessed door: case 0xf: - _vm->_magics[0]._operation = AvalancheEngine::kMagicNothing; // Door to Geida's room. + _vm->_magics[0]._operation = kMagicNothing; // Door to Geida's room. _vm->_background->draw(-1, -1, 0); - _vm->_portals[3]._operation = AvalancheEngine::kMagicSpecial; // Door. + _vm->_portals[3]._operation = kMagicSpecial; // Door. break; } @@ -701,17 +701,17 @@ void Animation::callSpecial(uint16 which) { case 1: // _vm->special 1: Room 22: top of stairs. _vm->_background->draw(-1, -1, 0); _vm->_brummieStairs = 1; - _vm->_magics[9]._operation = AvalancheEngine::kMagicNothing; + _vm->_magics[9]._operation = kMagicNothing; _vm->_timer->addTimer(10, Timer::kProcStairs, Timer::kReasonBrummieStairs); stopWalking(); _vm->_userMovesAvvy = false; break; case 2: // _vm->special 2: Room 22: bottom of stairs. _vm->_brummieStairs = 3; - _vm->_magics[10]._operation = AvalancheEngine::kMagicNothing; - _vm->_magics[11]._operation = AvalancheEngine::kMagicExclaim; + _vm->_magics[10]._operation = kMagicNothing; + _vm->_magics[11]._operation = kMagicExclaim; _vm->_magics[11]._data = 5; - _vm->_magics[3]._operation = AvalancheEngine::kMagicBounce; // Now works as planned! + _vm->_magics[3]._operation = kMagicBounce; // Now works as planned! stopWalking(); _vm->_dialogs->displayScrollChain('q', 26); _vm->_userMovesAvvy = true; @@ -742,7 +742,7 @@ void Animation::callSpecial(uint16 which) { case 5: if (_vm->_friarWillTieYouUp) { // _vm->special 5: Room 42: touched tree, and get tied up. - _vm->_magics[4]._operation = AvalancheEngine::kMagicBounce; // Boundary effect is now working again. + _vm->_magics[4]._operation = kMagicBounce; // Boundary effect is now working again. _vm->_dialogs->displayScrollChain('q', 35); _sprites[0].remove(); //tr[1].vanishifstill:=true; @@ -766,7 +766,7 @@ void Animation::callSpecial(uint16 which) { break; case 7: // _vm->special 7: stop falling down oubliette. _sprites[0]._visible = false; - _vm->_magics[9]._operation = AvalancheEngine::kMagicNothing; + _vm->_magics[9]._operation = kMagicNothing; stopWalking(); _vm->_timer->loseTimer(Timer::kReasonFallingDownOubliette); //_vm->mblit(12, 80, 38, 160, 3, 0); |