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-rw-r--r--engines/avalanche/gyro2.h552
1 files changed, 228 insertions, 324 deletions
diff --git a/engines/avalanche/gyro2.h b/engines/avalanche/gyro2.h
index bd2e9b15e4..89346d7498 100644
--- a/engines/avalanche/gyro2.h
+++ b/engines/avalanche/gyro2.h
@@ -43,201 +43,163 @@ namespace Avalanche {
class AvalancheEngine;
-static const byte numobjs = 18; // always preface with a #
-static const int16 maxobjs = 12; // carry limit
+static const byte kObjectNum = 18; // always preface with a #
+static const int16 kCarryLimit = 12; // carry limit
-static const int16 numlockCode = 32; // Code for Num Lock
-static const int16 mouse_size = 134;
+static const int16 kNumlockCode = 32; // Code for Num Lock
+static const int16 kMouseSize = 134;
struct MouseHotspotType { // mouse-void
int16 _horizontal, _vertical;
};
-struct dnatype { // here goes... Ux, uy, & ww now all belong to Trip5
- byte rw; // Realway- just for convenience!
- byte carrying; // how many objects you're carrying...
- bool obj[numobjs]; // ...and which ones they are.
- int16 score; // your score, of course
- int32 pence; // your current amount of dosh
- byte room; // your current room
- byte wearing; // what you're wearing
- byte swore; // number of times you've sworn
- byte saves; // number of times this game has been saved
- byte rooms[100]; // Add one to each every time you enter a room
- byte alcohol; // 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 cwytalot_gone; // Has Cwytalot rushed off to Jerusalem yet?
+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 pass_num; // Number of the passw for this game.
- bool ayles_is_awake; // pretty obvious!
- byte drawbridge_open; // Between 0 (shut) and 4 (open).
- byte avaricius_talk; // How much Avaricius has said to you.
- bool bought_onion; // Have you bought an onion yet?
- bool rotten_onion; // And has it rotted?
- bool onion_in_vinegar; // Is the onion in the vinegar?
+ 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 given2spludwick; // 0 = nothing given, 1 = onion...
- byte brummie_stairs; // Progression through the stairs trick.
- byte cardiff_things; // Things you get asked in Cardiff.
+ byte _givenToSpludwick; // 0 = nothing given, 1 = onion...
+ byte _brummieStairs; // Progression through the stairs trick.
+ byte _cardiffQuestionNum; // Things you get asked in Cardiff.
- bool cwytalot_in_herts; // Have you passed Cwytalot in Herts?
+ bool _passedCwytalotInHerts; // Have you passed Cwytalot in Herts?
- bool avvy_is_awake; // Well? Is Avvy awake? (Screen 1 only.)
- bool avvy_in_bed; // True if Avvy's in bed, but awake.
+ bool _avvyIsAwake; // Well? Is Avvy awake? (Screen 1 only.)
+ bool _avvyInBed; // True if Avvy's in bed, but awake.
- bool user_moves_avvy; // If this is false, the user has no
- // control over Avvy's movements.
+ 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.
+ byte _dogFoodPos; // Which way Dogfood's looking in the pub.
- bool givenbadgetoiby; // Have you given the badge to Iby yet?
+ bool _givenBadgeToIby; // Have you given the badge to Iby yet?
- bool friar_will_tie_you_up; // If you're going to get tied up.
- bool tied_up; // You ARE tied up!
+ bool _friarWillTieYouUp; // If you're going to get tied up.
+ bool _tiedUp; // You ARE tied up!
- byte box_contents; // 0 = money (sixpence), 254 = empty, any
- // other number implies the contents of the box.
+ byte _boxContent; // 0 = money (sixpence), 254 = empty, any other number implies the contents of the box.
- bool talked_to_crapulus; // Pretty self-explanatory.
+ bool _talkedToCrapulus; // Pretty self-explanatory.
- byte jacques_awake; // 0=asleep, 1=awake, 2=gets up, 3=gone.
+ byte _jacquesState; // 0=asleep, 1=awake, 2=gets up, 3=gone.
- bool ringing_bells; // Is Jacques ringing the bells?
+ bool _bellsAreRinging; // Is Jacques ringing the bells?
- bool standing_on_dais; // In room 71, inside Cardiff Castle.
- bool taken_pen; // Have you taken the pen (in Cardiff?)
- bool arrow_triggered; // And has the arrow been triggered?
- bool arrow_in_the_door; // Did the arrow hit the wall?
+ 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 like2drink,
- favourite_song,
- worst_place_on_earth,
- spare_evening; // Personalisation str's
+ Common::String _favouriteDrink, _favouriteSong, _worstPlaceOnEarth, _spareEvening; // Personalisation str's
- uint32 total_time; // Your total time playing this game, in ticks.
+ uint32 _totalTime; // Your total time playing this game, in ticks.
- byte jumpstatus; // Fixes how high you're jumping.
+ byte _jumpStatus; // Fixes how high you're jumping.
- bool mushroom_growing; // Is the mushroom growing in 42?
+ bool _mushroomGrowing; // Is the mushroom growing in 42?
- bool spludwicks_here; // Is Spludwick at home?
+ bool _spludwickAtHome; // Is Spludwick at home?
- byte last_room;
- byte last_room_not_map;
+ byte _lastRoom;
+ byte _lastRoomNotMap;
- bool crapulus_will_tell; // Will Crapulus tell you about
- // Spludwick being away?
+ bool _crapulusWillTell; // Will Crapulus tell you about Spludwick being away?
- bool enter_catacombs_from_lusties_room;
- 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 _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 entered_lusties_room_as_monk;
+ bool _enteredLustiesRoomAsMonk;
- byte cat_x, cat_y; // XY coords in the catacombs.
+ byte _catacombX, _catacombY; // XY coords in the catacombs.
- bool avvys_in_the_cupboard; // On screen 22.
+ bool _avvysInTheCupboard; // On screen 22.
- bool geida_follows; // Is Geida following you?
+ bool _geidaFollows; // Is Geida following you?
- byte geida_spin, geida_time; // For the making "Geida dizzy" joke.
+ byte _geidaSpin, _geidaTime; // For the making "Geida dizzy" joke.
- byte nextbell; // For the ringing.
+ byte _nextBell; // For the ringing.
- bool geida_given_potion; // Does Geida have the potion?
- bool lustie_is_asleep; // Is BDL asleep?
+ bool _givenPotionToGeida; // Does Geida have the potion?
+ bool _lustieIsAsleep; // Is BDL asleep?
- byte flip_to_where, flip_to_ped; // For the sequencer.
+ byte _flipToWhere, _flipToPed; // For the sequencer.
- bool been_tied_up; // In r__Robins.
+ bool _beenTiedUp; // In r__Robins.
- bool sitting_in_pub; // Are you sitting down in the pub?
- byte spurge_talk; // Count for talking to Spurge.
+ bool _sittingInPub; // Are you sitting down in the pub?
+ byte _spurgeTalkCount; // Count for talking to Spurge.
- bool met_avaroid;
+ bool _metAvaroid;
- bool taken_mushroom,
- given_pen_to_ayles,
- asked_dogfood_about_nim;
+ bool _takenMushroom, _givenPenToAyles, _askedDogfoodAboutNim;
};
-struct pedtype {
- int16 x, y;
- byte dir;
+struct PedType {
+ int16 _x, _y;
+ byte _direction;
};
-struct magictype {
- byte op; // one of the operations
- uint16 data; // data for them
+struct MagicType {
+ byte _operation; // one of the operations
+ uint16 _data; // data for them
};
-class fieldtype {
+class FieldType {
public:
- int16 x1, y1, x2, y2;
+ int16 _x1, _y1, _x2, _y2;
};
-struct bytefield {
- byte x1, y1, x2, y2;
+struct ByteField {
+ byte _x1, _y1, _x2, _y2;
};
-class linetype : public fieldtype {
+class LineType : public FieldType {
public:
- byte col;
+ byte _color;
};
-enum controllers {cjoy, ckey};
-
-typedef Common::String previoustype[20];
-
-struct corridor_type { // Decarations for the corridors.
- uint16 doors; // Door styles are calc'ed from this uint16.
- // Assign a different number to each one!
-};
-
-struct demo_type {
- uint16 delay;
- char key, extd;
+struct DemoType {
+ uint16 _delay;
+ char _key, _extd;
};
struct QuasipedType {
- byte whichped, fgc, room, bgc;
- uint16 who;
+ byte _whichPed, _foregroundColor, _room, _backgroundColor;
+ uint16 _who;
};
-/* A quasiped defines how people who aren't sprites talk. For example,
- quasiped "A" is Dogfood. The rooms aren't stored because I'm leaving
- that to context. */
typedef byte TuneType[31];
-
-struct PointType {
- int16 x, y;
-};
-
-struct vmctype { // Virtual Mouse Cursor
- byte *andpic, *xorpic;
- byte *backpic[2];
- PointType wherewas[2];
- byte picnumber;
- int8 ofsx, ofsy;
-};
-
-struct sundry {
- // Things which must be saved over a backtobootstrap, outside DNA.
- Common::String qenid_filename;
- bool qsoundfx;
- char qthinks;
- bool qthinkthing;
-};
-
-struct joysetup {
- uint16 xmid, ymid, xmin, ymin, xmax, ymax;
- byte centre; // Size of centre in tenths
+struct Sundry { // Things which must be saved over a backtobootstrap, outside DNA.
+ Common::String _qEnidFilename;
+ bool _qSoundFx;
+ byte _qThinks;
+ bool _qThinkThing;
};
+#if 0
struct ednahead { // Edna header
// This header starts at byte offset 177 in the .ASG file.
char id[9]; // signature
@@ -268,65 +230,67 @@ struct ednahead { // Edna header
// DNA values follow, then footer (which is ignored)
};
+#endif
class Gyro {
public:
- static const char *vernum;
- static const char *copyright;
- static const int16 thisvercode = 130;
- // as "vernum", but numerically & without the ".".
- static const int16 thisgamecode = 2; // Avalot's code number
+ static const char *kVersionNum;
+ static const char *kCopyright;
+ static const int16 kVersionCode = 130; // Same as kVersionCode, but numerically & without the ".".
+ static const int16 kGameCode = 2; // Avalot's code number
// Objects you can hold:
- static const char wine = 1;
- static const char money = 2;
- static const char bodkin = 3;
- static const char potion = 4;
- static const char chastity = 5;
- static const char bolt = 6;
- static const char crossbow = 7;
- static const char lute = 8;
- static const char badge = 9;
- static const char mushroom = 10;
- static const char key = 11;
- static const char bell = 12;
- static const char prescription = 13;
- static const char pen = 14;
- static const char ink = 15;
- static const char clothes = 16;
- static const char habit = 17;
- static const char onion = 18;
+ enum Object {
+ kObjectWine = 1,
+ kObjectMoney,
+ kObjectBodkin,
+ kObjectPotion,
+ kObjectChastity,
+ kObjectBolt,
+ kObjectCrossbow,
+ kObjectLute,
+ kObjectBadge,
+ kObjectMushroom,
+ kObjectKey,
+ kObjectBell,
+ kObjectPrescription,
+ kObjectPen,
+ kObjectInk,
+ kObjectClothes,
+ kObjectHabit,
+ kObjectOnion
+ };
// People who hang around this game.
+ enum People {
+ // Boys:
+ kPeopleAvalot = 150,
+ kPeopleSpludwick = 151,
+ kPeopleCrapulus = 152,
+ kPeopleDrDuck = 153,
+ kPeopleMalagauche = 154,
+ kPeopleFriarTuck = 155,
+ kPeopleRobinHood = 156,
+ kPeopleCwytalot = 157,
+ kPeopleDuLustie = 158,
+ kPeopleDuke = 159,
+ kPeopleDogfood = 160,
+ kPeopleTrader = 161,
+ kPeopleIbythneth = 162,
+ kPeopleAyles = 163,
+ kPeoplePort = 164,
+ kPeopleSpurge = 165,
+ kPeopleJacques = 166,
+ // Girls:
+ kPeopleArkata = 175,
+ kPeopleGeida = 176,
+ kPeopleWisewoman = 178
+ };
+
+ static const int16 kXW = 30;
+ static const int16 kYW = 36; // x width & y whatsit
- // Boys:
- static const uint16 pavalot = 150;
- static const uint16 pspludwick = 151;
- static const uint16 pcrapulus = 152;
- static const uint16 pdrduck = 153;
- static const uint16 pmalagauche = 154;
- static const uint16 pfriartuck = 155;
- static const uint16 probinhood = 156;
- static const uint16 pcwytalot = 157;
- static const uint16 pdulustie = 158;
- static const uint16 pduke = 159;
- static const uint16 pdogfood = 160;
- static const uint16 ptrader = 161;
- static const uint16 pibythneth = 162;
- static const uint16 payles = 163;
- static const uint16 pport = 164;
- static const uint16 pspurge = 165;
- static const uint16 pjacques = 166;
-
- // Girls:
- static const uint16 parkata = 175;
- static const uint16 pgeida = 176;
- static const uint16 pwisewoman = 178;
-
- static const int16 xw = 30;
- static const int16 yw = 36; // x width & y whatsit
-
- static const int16 margin = 5;
+ static const int16 kMargin = 5;
static const MouseHotspotType kMouseHotSpots[9];
@@ -394,215 +358,155 @@ public:
-
- byte _interrogation;
// If this is greater than zero, the next line you type is stored in the DNA in a position dictated by the value.
// If a scroll comes up, or you leave the room, it's automatically set to zero.
-
+ byte _interrogation;
+
static byte _whereIs[29];
- bool _onCanDoPageSwap;
// Variable static constant for overriding the ability of On to switch pages.
// You may know better than On which page to switch to.
+ bool _onCanDoPageSwap;
+
- // previous:^previoustype;
- dnatype dna;
- byte lineNum; // Number of lines.
- linetype lines[50]; // For Also.
- int16 c;
- //registers r; // http://www.freepascal.org/docs-html/rtl/dos/registers.html
- enum { m_no , m_yes , m_virtual } visible;
- bool dropsok, screturn, soundfx, cheat;
- uint16 mx, my; // mouse x & y now
- uint16 mpx, mpy; // mouse x & y when pressed
- uint16 mrx, mry; // mouse x & y when released
- byte mpress, mrelease; // times left mouse button has been pressed/released
- byte keystatus; // Mouse key status
- Common::String un[10];
- byte unn;
- Common::String mousetext;
- // which:array[0..5] of byte;
- void *p;
- bool weirdword;
- byte to_do;
- bool lmo, mousemade;
- Common::String scroll[15];
- byte scrolln, score, whichwas;
- byte thinks;
- bool thinkthing;
-
- // pp:array[1..1000] of postype;
- // bb:array[1..9000] of byte;
- uint16 pptr, bptr;
- int16 ppos[1][2];
- uint16 pozzes[24];
- byte anim;
- void *copier;
- int16 talkx, talky;
- byte talkb, talkf;
- byte scrollbells; // no. of times to ring the bell
- bool ontoolbar, seescroll; // TODO: maybe this means we're interacting with the toolbar / a scroll?
-
- char objlist[10];
-
- ::Graphics::Surface digit[10]; // digitsize and rwlitesize are defined in Lucerna::load_digits() !!!
- ::Graphics::Surface rwlite[9]; // Maybe it will be needed to move them to the class itself instead.
- // Called .free() for them in ~Gyro().
-
- byte oldrw;
- int8 lastscore[3];
- byte cmp; // current mouse-void
- Common::String verbstr; // what you can do with your object. :-)
-
- Common::String *also[31][2];
- pedtype peds[15];
- magictype magics[15];
- magictype portals[7];
- fieldtype fields[30];
- byte numfields;
- Common::String flags;
- Common::String listen;
-
- uint16 oh, onh, om, hour, minutes, seconds;
-
- Common::String atkey; // For XTs, set to "alt-". For ATs, set to "f1".
+ DnaType _dna;
+ byte _lineNum; // Number of lines.
+ LineType _lines[50]; // For Also.
+ enum MouseState { kMouseStateNo, kMouseStateYes, kMouseStateVirtual } _mouse;
+ bool _dropsOk, _scReturn, _soundFx, _cheat;
+ Common::String _mouseText;
+ bool _weirdWord;
+ bool _letMeOut;
+ Common::String _scroll[15];
+ byte _scrollNum, _score, _whichwas;
+ byte _thinks;
+ bool _thinkThing;
- byte cp, ledstatus, defaultled;
- FontType characters;
- bool alive;
- byte buffer[2000];
- uint16 bufsize;
+ int16 _talkX, _talkY;
+ byte _talkBackgroundColor, _talkFontColor;
+ byte _scrollBells; // no. of times to ring the bell
+ bool _onToolbar, _seeScroll; // TODO: maybe this means we're interacting with the toolbar / a scroll?
- byte oldjw; // Old joystick-way
- controllers ctrl;
+ char _objectList[10];
- int16 underscroll; // Y-coord of just under the scroll text.
+ ::Graphics::Surface _digits[10]; // digitsize and rwlitesize are defined in Lucerna::load_digits() !!!
+ ::Graphics::Surface _directions[9]; // Maybe it will be needed to move them to the class itself instead.
+ // Called .free() for them in ~Gyro().
- // TSkellern is only temporary, and I'll replace it
- // with a local version when it's all fixed up.
+ byte _oldDirection;
+ int8 _scoreToDisplay[3];
+ byte _currentMouse; // current mouse-void
+ Common::String _verbStr; // what you can do with your object. :-)
- // tskellern:int32 absolute $0:244; { Over int $61 }
+ Common::String *_also[31][2];
+ PedType _peds[15];
+ MagicType _magics[15];
+ MagicType _portals[7];
+ FieldType _fields[30];
+ byte _fieldNum;
+ Common::String _flags;
+ Common::String _listen;
- bool ddmnow; // Kludge so we don't have to keep referring to Dropdown
- Common::String roomname; // Name of this room
+ uint16 _oh, _onh, _om, _hours, _minutes, _seconds;
- //text logfile; // http://wiki.freepascal.org/Text
- bool log_epson;
+ Common::String _atKey; // For XTs, set to "alt-". For ATs, set to "f1".
- bool cl_override;
+ byte _cp, _ledStatus, _defaultLed;
+ FontType _font;
+ bool _alive;
+ byte _buffer[2000];
+ uint16 _bufSize;
- byte locks; // ABSOLUTE $40:$17;
+ int16 _underScroll; // Y-coord of just under the scroll text.
- Common::String subject; // What you're talking to them about.
- byte subjnumber; // The same thing.
+ bool _dropdownActive; // Kludge so we don't have to keep referring to Dropdown
+ Common::String _roomnName; // Name of actual room
- bool keyboardclick; // Is a keyboard click noise wanted?
+ Common::String _subject; // What you're talking to them about.
+ byte _subjectNum; // The same thing.
- byte him, her, it;
- int32 roomtime; // Set to 0 when you enter a room, added to in every loop.
+ bool _keyboardClick; // Is a keyboard click noise wanted?
- bool after_the_scroll;
+ byte _him, _her, _it;
+ int32 _roomTime; // Set to 0 when you enter a room, added to in every loop.
// For the demo:
- demo_type demo_rec;
- Common::File demofile; // of demo_type
- Common::DumpFile demofile_save; // uruk added it - first use located in constructor of Basher
-
- byte last_person; // Last person to have been selected using the People menu.
+ DemoType _demoRec;
+ Common::File _demoFile; // of demo_type
+ Common::DumpFile _demoFileSave; // uruk added it - first use located in constructor of Basher
- bool doing_sprite_run; // Only set to True if we're doing a sprite_run
- // at this moment. This stops the trippancy system
- // from moving any of the sprites.
+ byte _lastPerson; // Last person to have been selected using the People menu.
- vmctype vmc;
- Common::String filetoload;
+ bool _doingSpriteRun; // Only set to True if we're doing a sprite_run at this moment. This stops the trippancy system from moving any of the sprites.
- bool holdthedawn; // If this is true, calling Dawn will do nothing.
- // It's used, for example, at the start, to stop Load from dawning.
+ bool _holdTheDawn; // If this is true, calling Dawn will do nothing. It's used, for example, at the start, to stop Load from dawning.
- uint16 storage_seg, storage_ofs; // Seg and ofs of the Storage area.
- uint16 skellern; // Offset of the timer variable - 1 more than storage_OFS
bool isLoaded; // Is it a loaded gamestate?
- bool super_was_virtual, super_was_off; // Used by Super_Off and Super_On
+ Common::String _enidFilename;
- Common::String enid_filename;
-
- joysetup js;
- uint16 cxmin, cxmax, cymin, cymax;
- bool use_joy_a;
Gyro(AvalancheEngine *vm);
~Gyro();
- Common::String strf(int32 x);
+ Common::String intToStr(int32 x);
- void newpointer(byte id);
+ void newMouse(byte id);
void setMousePointerWait(); // Makes hourglass.
- void on();
-
- void off();
-
- void xycheck(); // Only updates mx & my, not all other mouse vars.
-
- void check();
-
void note(uint16 hertz);
void blip();
- void shbox(int16 x1, int16 y1, int16 x2, int16 y2, Common::String t);
+ void shadowBox(int16 x1, int16 y1, int16 x2, int16 y2, Common::String t);
- void newgame(); // This sets up the DNA for a completely new game.
+ void newGame(); // This sets up the DNA for a completely new game.
void click(); // "Audio keyboard feedback"
- void slowdown();
-
- bool flagset(char x);
+ void slowDown();
- void force_numlock();
+ bool setFlag(char x);
- bool pennycheck(uint16 howmuchby);
+ void forceNumlock();
- Common::String getname(byte whose);
+ bool updateMoney(uint16 howmuchby); // Called pennycheck in the original.
- byte getnamechar(byte whose);
+ Common::String getName(byte whose);
- Common::String get_thing(byte which);
+ byte getNameChar(byte whose);
- char get_thingchar(byte which);
+ Common::String getThing(byte which);
- Common::String get_better(byte which);
+ char getThingChar(byte which);
- Common::String f5_does(); // This procedure determines what f5 does.
+ Common::String getItem(byte which); // Called get_better in the original.
- void load_a_mouse(byte which);
+ Common::String f5Does(); // This procedure determines what f5 does.
- void background(byte x);
+ void loadMouse(byte which);
- void hang_around_for_a_while();
+ void setBackgroundColor(byte x);
- bool mouse_near_text();
+ void hangAroundForAWhile();
private:
AvalancheEngine *_vm;
- static const Common::String things[numobjs];
+ static const Common::String kThings[kObjectNum];
- static const char thingchar[];
+ static const char kThingsChar[];
- static const Common::String better[numobjs];
+ static const Common::String kItems[kObjectNum]; // 'better' in the original.
- static const char betterchar[];
+ static const char kItemsChar[]; // Similar as above.
- void shadow(int16 x1, int16 y1, int16 x2, int16 y2, byte hc, byte sc);
+ void drawShadow(int16 x1, int16 y1, int16 x2, int16 y2, byte hc, byte sc);
};
} // End of namespace Avalanche