diff options
Diffstat (limited to 'engines/avalanche/timer.cpp')
-rw-r--r-- | engines/avalanche/timer.cpp | 112 |
1 files changed, 56 insertions, 56 deletions
diff --git a/engines/avalanche/timer.cpp b/engines/avalanche/timer.cpp index 928ea256da..cb765e1a88 100644 --- a/engines/avalanche/timer.cpp +++ b/engines/avalanche/timer.cpp @@ -253,7 +253,7 @@ void Timer::avariciusTalks() { } void Timer::urinate() { - _vm->_animation->tr[0].turn(Animation::kDirUp); + _vm->_animation->_sprites[0].turn(Animation::kDirUp); _vm->_animation->stopWalking(); _vm->_lucerna->drawDirection(); addTimer(14, kProcToilet, kReasonGoToToilet); @@ -274,7 +274,7 @@ void Timer::bang2() { void Timer::stairs() { _vm->_gyro->blip(); - _vm->_animation->tr[0].walkTo(4); + _vm->_animation->_sprites[0].walkTo(4); _vm->_celer->drawBackgroundSprite(-1, -1, 2); _vm->_gyro->_dna._brummieStairs = 2; _vm->_gyro->_magics[10]._operation = _vm->_gyro->kMagicSpecial; @@ -307,38 +307,38 @@ void Timer::getTiedUp() { _vm->_gyro->_dna._userMovesAvvy = false; _vm->_gyro->_dna._beenTiedUp = true; _vm->_animation->stopWalking(); - _vm->_animation->tr[1].stopWalk(); - _vm->_animation->tr[1].stophoming(); - _vm->_animation->tr[1]._callEachStepFl = true; - _vm->_animation->tr[1]._eachStepProc = _vm->_animation->kProcGrabAvvy; + _vm->_animation->_sprites[1].stopWalk(); + _vm->_animation->_sprites[1].stophoming(); + _vm->_animation->_sprites[1]._callEachStepFl = true; + _vm->_animation->_sprites[1]._eachStepProc = _vm->_animation->kProcGrabAvvy; addTimer(70, kProcGetTiedUp2, kReasonGettingTiedUp); } void Timer::getTiedUp2() { - _vm->_animation->tr[0].walkTo(4); - _vm->_animation->tr[1].walkTo(5); + _vm->_animation->_sprites[0].walkTo(4); + _vm->_animation->_sprites[1].walkTo(5); _vm->_gyro->_magics[3]._operation = _vm->_gyro->kMagicNothing; // No effect when you touch the boundaries. _vm->_gyro->_dna._friarWillTieYouUp = true; } void Timer::hangAround() { - _vm->_animation->tr[1]._doCheck = false; - _vm->_animation->tr[0].init(7, true, _vm->_animation); // Robin Hood + _vm->_animation->_sprites[1]._doCheck = false; + _vm->_animation->_sprites[0].init(7, true, _vm->_animation); // Robin Hood _vm->_gyro->_whereIs[_vm->_gyro->kPeopleRobinHood - 150] = r__robins; - _vm->_animation->apped(1, 2); + _vm->_animation->appearPed(1, 2); _vm->_visa->displayScrollChain('q', 39); - _vm->_animation->tr[0].walkTo(7); + _vm->_animation->_sprites[0].walkTo(7); addTimer(55, kProcHangAround2, kReasonHangingAround); } void Timer::hangAround2() { _vm->_visa->displayScrollChain('q', 40); - _vm->_animation->tr[1]._vanishIfStill = false; - _vm->_animation->tr[1].walkTo(4); + _vm->_animation->_sprites[1]._vanishIfStill = false; + _vm->_animation->_sprites[1].walkTo(4); _vm->_gyro->_whereIs[_vm->_gyro->kPeopleFriarTuck - 150] = r__robins; _vm->_visa->displayScrollChain('q', 41); - _vm->_animation->tr[0].done(); - _vm->_animation->tr[1].done(); // Get rid of Robin Hood and Friar Tuck. + _vm->_animation->_sprites[0].done(); + _vm->_animation->_sprites[1].done(); // Get rid of Robin Hood and Friar Tuck. addTimer(1, kProcAfterTheShootemup, kReasonHangingAround); // Immediately call the following proc (when you have a chance). @@ -350,11 +350,11 @@ void Timer::hangAround2() { void Timer::afterTheShootemup() { - _vm->_animation->fliproom(_vm->_gyro->_dna._room, 0); + _vm->_animation->flipRoom(_vm->_gyro->_dna._room, 0); // Only placed this here to replace the minigame. TODO: Remove it when the shoot em' up is implemented! - _vm->_animation->tr[0].init(0, true, _vm->_animation); // Avalot. - _vm->_animation->apped(1, 2); + _vm->_animation->_sprites[0].init(0, true, _vm->_animation); // Avalot. + _vm->_animation->appearPed(1, 2); _vm->_gyro->_dna._userMovesAvvy = true; _vm->_gyro->_dna._objects[_vm->_gyro->kObjectCrossbow - 1] = true; _vm->_lucerna->refreshObjectList(); @@ -423,9 +423,9 @@ void Timer::jacquesWakesUp() { } void Timer::naughtyDuke() { // This is when the Duke comes in and takes your money. - _vm->_animation->tr[1].init(9, false, _vm->_animation); // Here comes the Duke. - _vm->_animation->apped(2, 1); // He starts at the door... - _vm->_animation->tr[1].walkTo(3); // He walks over to you. + _vm->_animation->_sprites[1].init(9, false, _vm->_animation); // Here comes the Duke. + _vm->_animation->appearPed(2, 1); // He starts at the door... + _vm->_animation->_sprites[1].walkTo(3); // He walks over to you. // Let's get the door opening. _vm->_celer->drawBackgroundSprite(-1, -1, 1); @@ -437,8 +437,8 @@ void Timer::naughtyDuke() { // This is when the Duke comes in and takes your mon void Timer::naughtyDuke2() { _vm->_visa->displayScrollChain('q', 48); // "Ha ha, it worked again!" - _vm->_animation->tr[1].walkTo(1); // Walk to the door. - _vm->_animation->tr[1]._vanishIfStill = true; // Then go away! + _vm->_animation->_sprites[1].walkTo(1); // Walk to the door. + _vm->_animation->_sprites[1]._vanishIfStill = true; // Then go away! addTimer(32, kProcNaughtyDuke3, kReasonNaughtyDuke); } @@ -458,7 +458,7 @@ void Timer::jump() { case 5: case 7: case 9: - _vm->_animation->tr[0]._y--; + _vm->_animation->_sprites[0]._y--; break; case 12: case 13: @@ -466,7 +466,7 @@ void Timer::jump() { case 16: case 18: case 19: - _vm->_animation->tr[0]._y++; + _vm->_animation->_sprites[0]._y++; break; } @@ -480,7 +480,7 @@ void Timer::jump() { if ((_vm->_gyro->_dna._jumpStatus == 10) // You're at the highest point of your jump. && (_vm->_gyro->_dna._room == r__insidecardiffcastle) && (_vm->_gyro->_dna._arrowInTheDoor == true) - && (_vm->_animation->infield(3))) { // Beside the wall + && (_vm->_animation->inField(3))) { // Beside the wall // Grab the arrow! if (_vm->_gyro->_dna._carryNum >= kCarryLimit) _vm->_scrolls->displayText("You fail to grab it, because your hands are full."); @@ -538,8 +538,8 @@ void Timer::greetsMonk() { void Timer::fallDownOubliette() { _vm->_gyro->_magics[8]._operation = _vm->_gyro->kMagicNothing; - _vm->_animation->tr[0]._moveY++; // Increments dx/dy! - _vm->_animation->tr[0]._y += _vm->_animation->tr[0]._moveY; // Dowwwn we go... + _vm->_animation->_sprites[0]._moveY++; // Increments dx/dy! + _vm->_animation->_sprites[0]._y += _vm->_animation->_sprites[0]._moveY; // Dowwwn we go... addTimer(3, kProcFallDownOubliette, kReasonFallingDownOubliette); } @@ -553,49 +553,49 @@ void Timer::meetAvaroid() { _vm->_gyro->_dna._metAvaroid = true; addTimer(1, kProcRiseUpOubliette, kReasonRisingUpOubliette); - _vm->_animation->tr[0]._facingDir = Animation::kDirLeft; - _vm->_animation->tr[0]._x = 151; - _vm->_animation->tr[0]._moveX = -3; - _vm->_animation->tr[0]._moveY = -5; + _vm->_animation->_sprites[0]._facingDir = Animation::kDirLeft; + _vm->_animation->_sprites[0]._x = 151; + _vm->_animation->_sprites[0]._moveX = -3; + _vm->_animation->_sprites[0]._moveY = -5; _vm->_gyro->setBackgroundColor(2); } } void Timer::riseUpOubliette() { - _vm->_animation->tr[0]._visible = true; - _vm->_animation->tr[0]._moveY++; // Decrements dx/dy! - _vm->_animation->tr[0]._y -= _vm->_animation->tr[0]._moveY; // Uuuupppp we go... - if (_vm->_animation->tr[0]._moveY > 0) + _vm->_animation->_sprites[0]._visible = true; + _vm->_animation->_sprites[0]._moveY++; // Decrements dx/dy! + _vm->_animation->_sprites[0]._y -= _vm->_animation->_sprites[0]._moveY; // Uuuupppp we go... + if (_vm->_animation->_sprites[0]._moveY > 0) addTimer(3, kProcRiseUpOubliette, kReasonRisingUpOubliette); else _vm->_gyro->_dna._userMovesAvvy = true; } void Timer::robinHoodAndGeida() { - _vm->_animation->tr[0].init(7, true, _vm->_animation); - _vm->_animation->apped(1, 7); - _vm->_animation->tr[0].walkTo(6); - _vm->_animation->tr[1].stopWalk(); - _vm->_animation->tr[1]._facingDir = Animation::kDirLeft; + _vm->_animation->_sprites[0].init(7, true, _vm->_animation); + _vm->_animation->appearPed(1, 7); + _vm->_animation->_sprites[0].walkTo(6); + _vm->_animation->_sprites[1].stopWalk(); + _vm->_animation->_sprites[1]._facingDir = Animation::kDirLeft; addTimer(20, kProcRobinHoodAndGeidaTalk, kReasonRobinHoodAndGeida); _vm->_gyro->_dna._geidaFollows = false; } void Timer::robinHoodAndGeidaTalk() { _vm->_visa->displayScrollChain('q', 66); - _vm->_animation->tr[0].walkTo(2); - _vm->_animation->tr[1].walkTo(2); - _vm->_animation->tr[0]._vanishIfStill = true; - _vm->_animation->tr[1]._vanishIfStill = true; + _vm->_animation->_sprites[0].walkTo(2); + _vm->_animation->_sprites[1].walkTo(2); + _vm->_animation->_sprites[0]._vanishIfStill = true; + _vm->_animation->_sprites[1]._vanishIfStill = true; addTimer(162, kProcAvalotReturns, kReasonRobinHoodAndGeida); } void Timer::avalotReturns() { - _vm->_animation->tr[0].done(); - _vm->_animation->tr[1].done(); - _vm->_animation->tr[0].init(0, true, _vm->_animation); - _vm->_animation->apped(1, 1); + _vm->_animation->_sprites[0].done(); + _vm->_animation->_sprites[1].done(); + _vm->_animation->_sprites[0].init(0, true, _vm->_animation); + _vm->_animation->appearPed(1, 1); _vm->_visa->displayScrollChain('q', 67); _vm->_gyro->_dna._userMovesAvvy = true; } @@ -606,13 +606,13 @@ void Timer::avalotReturns() { * @remarks Originally called 'avvy_sit_down' */ void Timer::avvySitDown() { - if (_vm->_animation->tr[0]._homing) // Still walking. + if (_vm->_animation->_sprites[0]._homing) // Still walking. addTimer(1, kProcAvvySitDown, kReasonSittingDown); else { _vm->_celer->drawBackgroundSprite(-1, -1, 3); _vm->_gyro->_dna._sittingInPub = true; _vm->_gyro->_dna._userMovesAvvy = false; - _vm->_animation->tr[0]._visible = false; + _vm->_animation->_sprites[0]._visible = false; } } @@ -647,8 +647,8 @@ void Timer::winning() { } void Timer::avalotFalls() { - if (_vm->_animation->tr[0]._stepNum < 5) { - _vm->_animation->tr[0]._stepNum++; + if (_vm->_animation->_sprites[0]._stepNum < 5) { + _vm->_animation->_sprites[0]._stepNum++; addTimer(3, kProcAvalotFalls, kReasonFallingOver); } else { Common::String toDisplay; @@ -662,14 +662,14 @@ void Timer::avalotFalls() { } void Timer::spludwickGoesToCauldron() { - if (_vm->_animation->tr[1]._homing) + if (_vm->_animation->_sprites[1]._homing) addTimer(1, kProcSpludwickGoesToCauldron, kReasonSpludWalk); else addTimer(17, kProcSpludwickLeavesCauldron, kReasonSpludWalk); } void Timer::spludwickLeavesCauldron() { - _vm->_animation->tr[1]._callEachStepFl = true; // So that normal procs will continue. + _vm->_animation->_sprites[1]._callEachStepFl = true; // So that normal procs will continue. } void Timer::giveLuteToGeida() { // Moved here from Acci. |