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-rw-r--r--engines/avalanche/gyro2.h142
1 files changed, 71 insertions, 71 deletions
diff --git a/engines/avalanche/gyro2.h b/engines/avalanche/gyro2.h
index faab64c070..35addc3a50 100644
--- a/engines/avalanche/gyro2.h
+++ b/engines/avalanche/gyro2.h
@@ -53,76 +53,6 @@ struct MouseHotspotType { // mouse-void
int16 _horizontal, _vertical;
};
-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 _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 _givenToSpludwick; // 0 = nothing given, 1 = onion...
- byte _brummieStairs; // Progression through the stairs trick.
- byte _cardiffQuestionNum; // Things you get asked in Cardiff.
- bool _passedCwytalotInHerts; // Have you passed Cwytalot in Herts?
- bool _avvyIsAwake; // Well? Is Avvy awake? (Screen 1 only.)
- bool _avvyInBed; // True if Avvy's in bed, but awake.
- 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.
- bool _givenBadgeToIby; // Have you given the badge to Iby yet?
- bool _friarWillTieYouUp; // If you're going to get tied up.
- bool _tiedUp; // You ARE tied up!
- byte _boxContent; // 0 = money (sixpence), 254 = empty, any other number implies the contents of the box.
- bool _talkedToCrapulus; // Pretty self-explanatory.
- byte _jacquesState; // 0=asleep, 1=awake, 2=gets up, 3=gone.
- bool _bellsAreRinging; // Is Jacques ringing the bells?
- 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 _favouriteDrink, _favouriteSong, _worstPlaceOnEarth, _spareEvening; // Personalisation str's
- uint32 _totalTime; // Your total time playing this game, in ticks.
- byte _jumpStatus; // Fixes how high you're jumping.
- bool _mushroomGrowing; // Is the mushroom growing in 42?
- bool _spludwickAtHome; // Is Spludwick at home?
- byte _lastRoom;
- byte _lastRoomNotMap;
- bool _crapulusWillTell; // Will Crapulus tell you about Spludwick being away?
- 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 _enteredLustiesRoomAsMonk;
- byte _catacombX, _catacombY; // XY coords in the catacombs.
- bool _avvysInTheCupboard; // On screen 22.
- bool _geidaFollows; // Is Geida following you?
- byte _geidaSpin, _geidaTime; // For the making "Geida dizzy" joke.
- byte _nextBell; // For the ringing.
- bool _givenPotionToGeida; // Does Geida have the potion?
- bool _lustieIsAsleep; // Is BDL asleep?
- byte _flipToWhere, _flipToPed; // For the sequencer.
- bool _beenTiedUp; // In r__Robins.
- bool _sittingInPub; // Are you sitting down in the pub?
- byte _spurgeTalkCount; // Count for talking to Spurge.
- bool _metAvaroid;
- bool _takenMushroom, _givenPenToAyles, _askedDogfoodAboutNim;
-};
-
struct PedType {
int16 _x, _y;
byte _direction;
@@ -324,7 +254,76 @@ public:
// You may know better than On which page to switch to.
bool _onCanDoPageSwap;
- DnaType _dna;
+ // Former DNA structure
+ 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 _dnascore; // 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 _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 _givenToSpludwick; // 0 = nothing given, 1 = onion...
+ byte _brummieStairs; // Progression through the stairs trick.
+ byte _cardiffQuestionNum; // Things you get asked in Cardiff.
+ bool _passedCwytalotInHerts; // Have you passed Cwytalot in Herts?
+ bool _avvyIsAwake; // Well? Is Avvy awake? (Screen 1 only.)
+ bool _avvyInBed; // True if Avvy's in bed, but awake.
+ 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.
+ bool _givenBadgeToIby; // Have you given the badge to Iby yet?
+ bool _friarWillTieYouUp; // If you're going to get tied up.
+ bool _tiedUp; // You ARE tied up!
+ byte _boxContent; // 0 = money (sixpence), 254 = empty, any other number implies the contents of the box.
+ bool _talkedToCrapulus; // Pretty self-explanatory.
+ byte _jacquesState; // 0=asleep, 1=awake, 2=gets up, 3=gone.
+ bool _bellsAreRinging; // Is Jacques ringing the bells?
+ 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 _favouriteDrink, _favouriteSong, _worstPlaceOnEarth, _spareEvening; // Personalisation str's
+ uint32 _totalTime; // Your total time playing this game, in ticks.
+ byte _jumpStatus; // Fixes how high you're jumping.
+ bool _mushroomGrowing; // Is the mushroom growing in 42?
+ bool _spludwickAtHome; // Is Spludwick at home?
+ byte _lastRoom;
+ byte _lastRoomNotMap;
+ bool _crapulusWillTell; // Will Crapulus tell you about Spludwick being away?
+ 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 _enteredLustiesRoomAsMonk;
+ byte _catacombX, _catacombY; // XY coords in the catacombs.
+ bool _avvysInTheCupboard; // On screen 22.
+ bool _geidaFollows; // Is Geida following you?
+ byte _geidaSpin, _geidaTime; // For the making "Geida dizzy" joke.
+ byte _nextBell; // For the ringing.
+ bool _givenPotionToGeida; // Does Geida have the potion?
+ bool _lustieIsAsleep; // Is BDL asleep?
+ byte _flipToWhere, _flipToPed; // For the sequencer.
+ bool _beenTiedUp; // In r__Robins.
+ bool _sittingInPub; // Are you sitting down in the pub?
+ byte _spurgeTalkCount; // Count for talking to Spurge.
+ bool _metAvaroid;
+ bool _takenMushroom, _givenPenToAyles, _askedDogfoodAboutNim;
+ // End of former DNA Structure
+
byte _lineNum; // Number of lines.
LineType _lines[50]; // For Also.
enum MouseState { kMouseStateNo, kMouseStateYes, kMouseStateVirtual } _mouse;
@@ -399,6 +398,7 @@ public:
void setBackgroundColor(byte x);
void drawShadowBox(int16 x1, int16 y1, int16 x2, int16 y2, Common::String t);
+ void resetVariables();
void newGame(); // This sets up the DNA for a completely new game.
void slowDown();
bool setFlag(char x);