diff options
Diffstat (limited to 'engines/avalanche/gyro2.h')
-rw-r--r-- | engines/avalanche/gyro2.h | 93 |
1 files changed, 9 insertions, 84 deletions
diff --git a/engines/avalanche/gyro2.h b/engines/avalanche/gyro2.h index ca367cd66f..e1ce464f56 100644 --- a/engines/avalanche/gyro2.h +++ b/engines/avalanche/gyro2.h @@ -69,7 +69,6 @@ struct DnaType { // Ux, uy, & ww now all belong to Trip5 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). @@ -77,82 +76,50 @@ struct DnaType { // Ux, uy, & ww now all belong to Trip5 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; }; @@ -347,9 +314,6 @@ public: - - - // 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; @@ -360,9 +324,6 @@ public: // You may know better than On which page to switch to. bool _onCanDoPageSwap; - - - DnaType _dna; byte _lineNum; // Number of lines. LineType _lines[50]; // For Also. @@ -375,23 +336,18 @@ public: byte _scrollNum, _score, _whichwas; byte _thinks; bool _thinkThing; - 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? - char _objectList[10]; - ::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(). - byte _oldDirection; int8 _scoreToDisplay[3]; byte _currentMouse; // current mouse-void Common::String _verbStr; // what you can do with your object. :-) - Common::String *_also[31][2]; PedType _peds[15]; MagicType _magics[15]; @@ -400,27 +356,19 @@ public: byte _fieldNum; Common::String _flags; Common::String _listen; - - uint16 _oh, _onh, _om, _hours, _minutes, _seconds; - + uint16 _oh, _onh, _om, _hours, _minutes, _seconds; // For Timeout. TODO: Move them into it. Common::String _atKey; // For XTs, set to "alt-". For ATs, set to "f1". - byte _cp, _ledStatus, _defaultLed; FontType _font; bool _alive; byte _buffer[2000]; uint16 _bufSize; - int16 _underScroll; // Y-coord of just under the scroll text. - bool _dropdownActive; // Kludge so we don't have to keep referring to Dropdown Common::String _roomnName; // Name of actual room - Common::String _subject; // What you're talking to them about. byte _subjectNum; // The same thing. - bool _keyboardClick; // Is a keyboard click noise wanted? - byte _him, _her, _it; int32 _roomTime; // Set to 0 when you enter a room, added to in every loop. @@ -430,68 +378,45 @@ public: Common::DumpFile _demoFileSave; // uruk added it - first use located in constructor of Basher byte _lastPerson; // Last person to have been selected using the People menu. - 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 isLoaded; // Is it a loaded gamestate? - Common::String _enidFilename; Gyro(AvalancheEngine *vm); - ~Gyro(); - Common::String intToStr(int32 x); - + Common::String intToStr(int32 num); void newMouse(byte id); - void setMousePointerWait(); // Makes hourglass. + void loadMouse(byte which); void note(uint16 hertz); - void blip(); + void click(); // "Audio keyboard feedback" - void shadowBox(int16 x1, int16 y1, int16 x2, int16 y2, Common::String t); + void setBackgroundColor(byte x); + void drawShadowBox(int16 x1, int16 y1, int16 x2, int16 y2, Common::String t); void newGame(); // This sets up the DNA for a completely new game. - - void click(); // "Audio keyboard feedback" - void slowDown(); - bool setFlag(char x); - void forceNumlock(); - - bool updateMoney(uint16 howmuchby); // Called pennycheck in the original. - + bool decreaseMoney(uint16 howmuchby); // Called pennycheck in the original. + void hangAroundForAWhile(); + Common::String getName(byte whose); - byte getNameChar(byte whose); - Common::String getThing(byte which); - char getThingChar(byte which); - Common::String getItem(byte which); // Called get_better in the original. - Common::String f5Does(); // This procedure determines what f5 does. - void loadMouse(byte which); - - void setBackgroundColor(byte x); - - void hangAroundForAWhile(); - private: AvalancheEngine *_vm; - // CHECKME: Useless? - // static const char kItemsChar[]; void drawShadow(int16 x1, int16 y1, int16 x2, int16 y2, byte hc, byte sc); }; |