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-rw-r--r--engines/avalanche/animation.cpp172
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);