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IMMORTAL: Use AStyle to fix indentation and format issues across all files
This commit is contained in:
parent
9c2e1a55a8
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deb3794626
@ -89,7 +89,7 @@ int Room::cycleGetFrame(int c) {
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* STA DP : LDA (DP)
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*/
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return g_immortal->_cycPtrs[g_immortal->_cycles[c]._cycList]._frames[g_immortal->_cycles[c]._index];
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}
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}
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int Room::cycleGetNumFrames(int c) {
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// For whatever reason, this is not a property of the cycle, so it has to be re-calculated each time
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@ -35,7 +35,7 @@ ProDOSFile::ProDOSFile(char name[15], uint8 type, uint16 tBlk, uint32 eof, uint1
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, _blockPtr(bPtr)
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, _disk(disk) {
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strncpy(_name, name, 15);
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}
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}
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/* For debugging purposes, this prints the meta data of a file */
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@ -371,7 +371,7 @@ bool ProDOSDisk::open(const Common::String filename) {
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ProDOSDisk::ProDOSDisk(const Common::String filename) {
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if (open(filename)) {
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debug ("%s has been loaded", filename.c_str());
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debug("%s has been loaded", filename.c_str());
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}
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}
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@ -128,11 +128,11 @@ public:
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private:
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byte _loader1[kBlockSize]; // There's not much reason for these to be needed, but I included them just in case
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byte _loader2[kBlockSize];
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Common::String _name; // Name of volume
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Common::String _name; // Name of volume
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Common::File _disk; // The volume file itself
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int _volBlocks; // Total blocks in volume
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byte *_volBitmap; // This can determine if the volume is corrupt as it contains a bit for every block, where 0 = unused, 1 = used
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Common::HashMap<Common::String, Common::SharedPtr<ProDOSFile>> _files; // Hashmap of files in the volume, where key=Path, Value=ProDOSFile
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Common::HashMap<Common::String, Common::SharedPtr<ProDOSFile>> _files; // Hashmap of files in the volume, where key=Path, Value=ProDOSFile
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struct Date {
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uint8 _day;
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@ -113,10 +113,12 @@ int Room::flameGetCyc(Flame *f, int first) {
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CycID flamePatA[] = {kCycFNormal0, kCycFNormal1, kCycFNormal2,
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kCycFNormal0, kCycFNormal1, kCycFNormal2,
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kCycFNormal0, kCycFNormal1, kCycFNormal2,
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kCycFNormal0, kCycFNormal1, kCycFNormal2};
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kCycFNormal0, kCycFNormal1, kCycFNormal2
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};
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CycID flamePatB[] = {kCycFCandleBurst, kCycFCandleSway, kCycFCandleJump,
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kCycFCandleLeap, kCycFCandleFlicker,
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kCycFCandleFlicker, kCycFCandleFlicker, kCycFCandleFlicker};
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kCycFCandleFlicker, kCycFCandleFlicker, kCycFCandleFlicker
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};
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CycID flamePatC[] = {kCycFOff};
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CycID flamePatD[] = {kCycFFlicker0, kCycFFlicker1, kCycFFlicker2};
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@ -89,7 +89,7 @@ uint16 ImmortalEngine::mult16(uint16 a, uint16 b) {
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/* We aren't using the game's multiplication function (mult16), but we do want
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* to retain the ability to drop the second word, without doing (uint16) every time
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*/
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return (uint16) (a * b);
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return (uint16)(a * b);
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}
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// -----------------------------------------------------
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@ -223,7 +223,7 @@ public:
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const int kScreenH__ = 128; // ???
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const int kViewPortW = 256;
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const int kViewPortH = 128;
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const int kScreenSize = (kResH * kResV) * 2; // The size of the screen buffer is (320x200) * 2 byte words
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const int kScreenSize = (kResH *kResV) * 2; // The size of the screen buffer is (320x200) * 2 byte words
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const uint16 kScreenLeft = 32;
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const uint16 kScreenTop = 20;
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const uint8 kTextLeft = 8;
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@ -243,28 +243,33 @@ public:
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const uint16 kChrDy[19] = {kChr0, kChrH, kChrH2, kChrH, kChrH2,
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kChrH2, kChrH, kChrH2, kChrH2, kChr0,
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kChr0, kChrH2, kChrH, kChrH2, kChrH2,
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kChrH2, kChrH, kChrH2, kChrH2};
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kChrH2, kChrH, kChrH2, kChrH2
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};
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const uint16 kChrMask[19] = {kChr0, kChr0, kChr0, kChr0,
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kChrR, kChrL, kChr0, kChrL,
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kChrR, kChr0, kChr0, kChrLD,
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kChr0, kChrR, kChrLD, kChrRD,
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kChr0, kChrRD, kChrL};
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kChr0, kChrRD, kChrL
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};
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const uint16 kIsBackground[36] = {1, 0, 0, 0, 0, 0,
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0, 0, 0, 1, 1, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0};
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0, 0, 0, 0, 0, 0
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};
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const uint16 kTBlisterCorners[60] = {7, 1, 1, 1, 1, 1, 5, 3, 1, 1, 1, 1, 1, 3, 5, 3, 5, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 8, 8, 8, 8, 16, 16, 16, 16, 8,
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8, 8, 8, 16, 16, 16, 16, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1};
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8, 8, 8, 16, 16, 16, 16, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
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};
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const uint16 kTLogicalCorners[19] = {1, 1, 1, 1, 16, 8, 1, 8,
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16, 1, 1, 8, 1, 16, 8, 16,
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1, 16, 8};
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1, 16, 8
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};
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// Disk offsets
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const int kPaletteOffset = 21205; // This is the byte position of the palette data in the disk
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@ -309,7 +314,7 @@ public:
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const int kStoryNull = 5;
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const int kMaxFilesPerLevel = 16;
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const int kMaxPartInstances = 4;
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const int kLevelToMaze[8] = {0,0,1,1,2,2,2,3};
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const int kLevelToMaze[8] = {0, 0, 1, 1, 2, 2, 2, 3};
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/*
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* 'global' members
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@ -440,7 +445,7 @@ public:
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uint16 _myUnivPointY = 0;
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int _num2DrawItems = 0;
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Graphics::Surface *_mainSurface;
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GenericSprite _genSprites[6];
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GenericSprite _genSprites[6];
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// Palette members
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int _dontResetColors = 0; // Not sure yet
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@ -110,7 +110,7 @@ void ImmortalEngine::addRows() {
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int i = _num2DrawItems;
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_tPriority[i] = !(!(_myViewPortY & (kChrH - 1)) + _myViewPortY);
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for (int j = 0; j != kViewPortCH+4; j++, i++) {
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for (int j = 0; j != kViewPortCH + 4; j++, i++) {
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_tIndex[i] = (j << 5) | 0x8000;
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_tPriority[i] = _tPriority[i] - kChrH;
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}
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@ -153,7 +153,9 @@ void ImmortalEngine::addSprites() {
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int tmpNum = _num2DrawItems;
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for (int i = 0; i < kMaxSprites; i++) {
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// If the sprite is active
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// This is commented out for testing until the issue with the function is resolved
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/* TODO
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* This is commented out for testing until the issue with the function is resolved
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*/
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if (/*_sprites[i]._on*/0 == 1) {
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// If sprite X is an odd number???
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if ((_sprites[i]._X & 1) != 0) {
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@ -185,7 +187,7 @@ void ImmortalEngine::addSprites() {
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int sx = ((_sprites[i]._X + tempImg->_deltaX) - tempD->_cenX) - _myViewPortX;
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int sy = ((_sprites[i]._Y + tempImg->_deltaY) - tempD->_cenY) - _myViewPortY;
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if (sx >= 0 ) {
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if (sx >= 0) {
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if (sx >= kViewPortW) {
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continue;
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}
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@ -193,7 +195,7 @@ void ImmortalEngine::addSprites() {
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continue;
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}
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if (sy >= 0 ) {
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if (sy >= 0) {
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if (sy >= kViewPortH) {
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continue;
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}
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@ -226,10 +228,10 @@ void ImmortalEngine::sortDrawItems() {
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// Assume that the list is sorted
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bailout = true;
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for (int i = 1; i < top; i++) {
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if (_tPriority[i] > _tPriority[i-1]) {
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if (_tPriority[i] > _tPriority[i - 1]) {
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uint16 tmp = _tPriority[i];
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_tPriority[i] = _tPriority[i-1];
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_tPriority[i-1] = tmp;
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_tPriority[i] = _tPriority[i - 1];
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_tPriority[i - 1] = tmp;
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// List was not sorted yet, therefor we need to check it again
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bailout = false;
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@ -594,34 +596,36 @@ void ImmortalEngine::loadSprites() {
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"WORM.SPR", "IANSPRITES.SPR", "LAST.SPR", "DOORSPRITES.SPR",
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"GENSPRITES.SPR", "DRAGON.SPR", "MORDAMIR.SPR", "FLAMES.SPR",
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"ROPE.SPR", "RESCUE.SPR", "TROLL.SPR", "GOBLIN.SPR", "WIZARDA.SPR",
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"WIZARDB.SPR", "ULINDOR.SPR", "SPIDER.SPR", "DRAG.SPR"};
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"WIZARDB.SPR", "ULINDOR.SPR", "SPIDER.SPR", "DRAG.SPR"
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};
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// Number of sprites in each file
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int spriteNum[] = {10, 5, 7, 10, 4, 6, 3, 10, 5, 3, 2, 1, 3, 2, 9, 10, 8, 3, 9, 10, 9};
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// Pairs of (x,y) for each sprite
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// Should probably have made this a 2d array, oops
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uint16 centerXY[] = {16,56, 16,32, 27,39, 16,16, 32,16, 34,83, 28,37, 8,12, 8,19, 24,37,
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/* Norlac */ 46,18, 40,0, 8,13, 32,48, 32,40,
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/* Powwow */ 53,43, 28,37, 27,37, 26,30, 26,30, 26,29, 28,25,
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/* Turrets */ 34,42, 28,37, 24,32, 32,56, 26,56, 8,48, 8,32, 8,14, 8,24, 32,44,
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/* Worm */ 20,65, 25,46, 9,56, 20,53,
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/* Iansprites */ 24,50, 32,52, 32,53, 32,52, 40,16, 40,16,
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/* Last */ 32,56, 24,32, 24,36,
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/* Doorsprites */ 0,64, 4,49, 18,49, 18,56, 24,32, 24,16, 24,56, 24,32, 24,32, 36,32,
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/* Gensprites */ 16,44, 16,28, 32,24, 34,45, 20,28,
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/* Dragon */ 24,93, 32,48, 0,64,
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/* Mordamir */ 104,104, 30,30,
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/* Flames */ 64,0,
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/* Rope */ 0,80, 32,52, 32,40,
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/* Rescue */ 0,112, 0,112,
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/* Troll */ 28,38, 28,37, 28,37, 31,38, 28,37, 25,39, 28,37, 28,37, 28,37,
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/* Goblin */ 28,38, 30,38, 26,37, 30,38, 26,37, 26,37, 26,37, 26,37, 26,36, 44,32,
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/* Wizarda */ 28,37, 28,37, 28,37, 28,37, 28,37, 28,37, 28,37, 28,37,
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/* Wizardb */ 28,37, 28,37, 28,37,
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/* Ulindor */ 42,42, 42,42, 42,42, 42,42, 42,42, 42,42, 42,42, 42,42, 42,42,
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/* Spider */ 64,44, 64,44, 64,44, 64,44, 64,44, 64,44, 64,44, 64,44, 64,44, 64,44,
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/* Drag */ 19,36, 19,36, 19,36, 19,36, 19,36, 19,36, 19,36, 19,36, 19,36};
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uint16 centerXY[] = {16, 56, 16, 32, 27, 39, 16, 16, 32, 16, 34, 83, 28, 37, 8, 12, 8, 19, 24, 37,
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/* Norlac */ 46, 18, 40, 0, 8, 13, 32, 48, 32, 40,
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/* Powwow */ 53, 43, 28, 37, 27, 37, 26, 30, 26, 30, 26, 29, 28, 25,
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/* Turrets */ 34, 42, 28, 37, 24, 32, 32, 56, 26, 56, 8, 48, 8, 32, 8, 14, 8, 24, 32, 44,
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/* Worm */ 20, 65, 25, 46, 9, 56, 20, 53,
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/* Iansprites */ 24, 50, 32, 52, 32, 53, 32, 52, 40, 16, 40, 16,
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/* Last */ 32, 56, 24, 32, 24, 36,
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/* Doorsprites */ 0, 64, 4, 49, 18, 49, 18, 56, 24, 32, 24, 16, 24, 56, 24, 32, 24, 32, 36, 32,
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/* Gensprites */ 16, 44, 16, 28, 32, 24, 34, 45, 20, 28,
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/* Dragon */ 24, 93, 32, 48, 0, 64,
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/* Mordamir */ 104, 104, 30, 30,
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/* Flames */ 64, 0,
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/* Rope */ 0, 80, 32, 52, 32, 40,
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/* Rescue */ 0, 112, 0, 112,
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/* Troll */ 28, 38, 28, 37, 28, 37, 31, 38, 28, 37, 25, 39, 28, 37, 28, 37, 28, 37,
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/* Goblin */ 28, 38, 30, 38, 26, 37, 30, 38, 26, 37, 26, 37, 26, 37, 26, 37, 26, 36, 44, 32,
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/* Wizarda */ 28, 37, 28, 37, 28, 37, 28, 37, 28, 37, 28, 37, 28, 37, 28, 37,
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/* Wizardb */ 28, 37, 28, 37, 28, 37,
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/* Ulindor */ 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42, 42,
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/* Spider */ 64, 44, 64, 44, 64, 44, 64, 44, 64, 44, 64, 44, 64, 44, 64, 44, 64, 44, 64, 44,
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/* Drag */ 19, 36, 19, 36, 19, 36, 19, 36, 19, 36, 19, 36, 19, 36, 19, 36, 19, 36
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};
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// s = current sprite index, f = current file index, n = current number of sprites for this file
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int s = 0;
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@ -632,7 +636,7 @@ void ImmortalEngine::loadSprites() {
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for (int n = 0; n < (spriteNum[f] * 2); n += 2, s++) {
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// For every data sprite in the file, make a datasprite and initialize it
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DataSprite d;
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initDataSprite(file, &d, n/2, centerXY[s * 2], centerXY[(s * 2) + 1]);
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initDataSprite(file, &d, n / 2, centerXY[s * 2], centerXY[(s * 2) + 1]);
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_dataSprites[s] = d;
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}
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}
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@ -849,7 +853,8 @@ void ImmortalEngine::fadePal(uint16 pal[], int count, uint16 target[]) {
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uint16 maskPal[16] = {0xFFFF, 0x0000, 0x0000, 0x0000,
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0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
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0xFFFF, 0xFFFF, 0xFFFF, 0x0000,
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0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF};
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0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF
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};
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uint16 result;
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uint16 temp;
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@ -98,7 +98,7 @@ void ImmortalEngine::logic() {
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_themePaused = true;
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_levelOver = false;
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if (_level == (_maxLevels-1)) {
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if (_level == (_maxLevels - 1)) {
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textPrint(kStrYouWin, 0);
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} else {
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@ -326,7 +326,7 @@ bool ImmortalEngine::fromOldGame() {
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// Hi bits of inventory
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int certInv = _certificate[kCertInvHi];
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if ((certInv & 1) != 0 ) {
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if ((certInv & 1) != 0) {
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if (_level < 2) {
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//room.makeObject(3, 0, 0, waterType);
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}
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@ -588,7 +588,7 @@ void ImmortalEngine::printCertificate() {
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* but grabbing it from a table is faster and doesn't
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* use a lot of space (especially if it's used anywhere else)
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*/
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char toHex[] = {'0','1','2','3','4','5','6','7','8','9','a','b','c','d','e','f'};
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char toHex[] = {'0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'a', 'b', 'c', 'd', 'e', 'f'};
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textBeginning(kStrCert, 0);
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for (int i = 0; i < _lastCertLen; i++) {
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@ -90,7 +90,7 @@ struct Monster {
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};
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struct Flame {
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FPattern _p = kFlameOff;
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FPattern _p = kFlameOff;
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uint8 _x = 0;
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uint8 _y = 0;
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int _c = 0;
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@ -176,7 +176,7 @@ public:
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void cycleFree(int c);
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// Getters
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DataSprite *cycleGetDataSprite(int c); // This takes the place of getFile + getNum
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DataSprite *cycleGetDataSprite(int c); // This takes the place of getFile + getNum
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int cycleGetIndex(int c);
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int cycleGetFrame(int c);
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int cycleGetNumFrames(int c);
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@ -150,38 +150,38 @@ void ImmortalEngine::initStoryStatic() {
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"This room resembles part&of the map.@"};
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_strPtrs = s;
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Common::Array<int> cyc0{0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,-1};
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Common::Array<int> cyc1{15,16,17,18,19,20,21,22,-1};
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Common::Array<int> cyc2{0,1,2,-1};
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Common::Array<int> cyc3{3,4,5,-1};
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Common::Array<int> cyc4{6,7,8,9,10,-1};
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Common::Array<int> cyc5{11,12,13,14,15,-1};
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Common::Array<int> cyc6{16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,-1};
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Common::Array<int> cyc7{0,1,2,3,4,-1};
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Common::Array<int> cyc8{5,1 + 5,2 + 5,3 + 5,4 + 5,-1};
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Common::Array<int> cyc9{10,1 + 10,2 + 10,3 + 10,4 + 10,-1};
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Common::Array<int> cyc10{15,1 + 15,2 + 15,3 + 15,4 + 15,-1};
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Common::Array<int> cyc11{0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,-1};
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Common::Array<int> cyc12{0,1,2,3,4,5,6,7,8,9,-1};
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Common::Array<int> cyc13{0,1,2,3, 0,1,2,3, 0,1,2,3, 0,1,2,3, 0,1,2,3, 0,1,2,3, 0,1,2,3, 0,1,2,3, -1};
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Common::Array<int> cyc14{31,32,33,32, 34,35,36,35, 37,38,39,38, 40,41,42,41, 43,44,45,44, 46,47,48,47, 49,50,51,50, 52,53,54,53, -1};
|
||||
Common::Array<int> cyc0{0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, -1};
|
||||
Common::Array<int> cyc1{15, 16, 17, 18, 19, 20, 21, 22, -1};
|
||||
Common::Array<int> cyc2{0, 1, 2, -1};
|
||||
Common::Array<int> cyc3{3, 4, 5, -1};
|
||||
Common::Array<int> cyc4{6, 7, 8, 9, 10, -1};
|
||||
Common::Array<int> cyc5{11, 12, 13, 14, 15, -1};
|
||||
Common::Array<int> cyc6{16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, -1};
|
||||
Common::Array<int> cyc7{0, 1, 2, 3, 4, -1};
|
||||
Common::Array<int> cyc8{5, 1 + 5, 2 + 5, 3 + 5, 4 + 5, -1};
|
||||
Common::Array<int> cyc9{10, 1 + 10, 2 + 10, 3 + 10, 4 + 10, -1};
|
||||
Common::Array<int> cyc10{15, 1 + 15, 2 + 15, 3 + 15, 4 + 15, -1};
|
||||
Common::Array<int> cyc11{0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, -1};
|
||||
Common::Array<int> cyc12{0, 1, 2, 3, 4, 5, 6, 7, 8, 9, -1};
|
||||
Common::Array<int> cyc13{0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, -1};
|
||||
Common::Array<int> cyc14{31, 32, 33, 32, 34, 35, 36, 35, 37, 38, 39, 38, 40, 41, 42, 41, 43, 44, 45, 44, 46, 47, 48, 47, 49, 50, 51, 50, 52, 53, 54, 53, -1};
|
||||
Common::Array<int> cyc15{55, -1};
|
||||
Common::Array<int> cyc16{63,64,65,66, 63,64,65,66, 63,64,65,66, 63,64,65,66, 63,64,65,66, 63,64,65,66, 63,64,65,66, 63,64,65,66,-1};
|
||||
Common::Array<int> cyc17{0,1,0,-1};
|
||||
Common::Array<int> cyc18{0,1,2,4,5,6,7,8,9,10,11,12,2,1,-1};
|
||||
Common::Array<int> cyc19{0,0,1,2,13,14,15,16,4,2,3,-1};
|
||||
Common::Array<int> cyc20{0,1,2,3,20,21,22,23,24,25,26,27,5,4,3,-1};
|
||||
Common::Array<int> cyc21{0,1,2,3,-1};
|
||||
Common::Array<int> cyc22{0,17,18,19,3,-1};
|
||||
Common::Array<int> cyc23{0,1,-1};
|
||||
Common::Array<int> cyc24{28,28,28,28,-1};
|
||||
Common::Array<int> cyc25{15,16,15,16,15,1 + 15,1 + 15,-1};
|
||||
Common::Array<int> cyc26{10 + 15,11+ 15,12 + 15,13 + 15,14 + 15,15 + 15,16 + 15,-1};
|
||||
Common::Array<int> cyc27{2 + 15,3 + 15,4 + 15,5 + 15,-1};
|
||||
Common::Array<int> cyc28{6 + 15,7 + 15,8 + 15,9 + 15,-1};
|
||||
Common::Array<int> cyc29{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,-1};
|
||||
Common::Array<int> cyc30{0,1,2,3,3,3,3,4,5,6,-1};
|
||||
Common::Array<int> cyc31{0,1,2,3,4,5,6,7,8,-1};
|
||||
Common::Array<int> cyc16{63, 64, 65, 66, 63, 64, 65, 66, 63, 64, 65, 66, 63, 64, 65, 66, 63, 64, 65, 66, 63, 64, 65, 66, 63, 64, 65, 66, 63, 64, 65, 66, -1};
|
||||
Common::Array<int> cyc17{0, 1, 0, -1};
|
||||
Common::Array<int> cyc18{0, 1, 2, 4, 5, 6, 7, 8, 9, 10, 11, 12, 2, 1, -1};
|
||||
Common::Array<int> cyc19{0, 0, 1, 2, 13, 14, 15, 16, 4, 2, 3, -1};
|
||||
Common::Array<int> cyc20{0, 1, 2, 3, 20, 21, 22, 23, 24, 25, 26, 27, 5, 4, 3, -1};
|
||||
Common::Array<int> cyc21{0, 1, 2, 3, -1};
|
||||
Common::Array<int> cyc22{0, 17, 18, 19, 3, -1};
|
||||
Common::Array<int> cyc23{0, 1, -1};
|
||||
Common::Array<int> cyc24{28, 28, 28, 28, -1};
|
||||
Common::Array<int> cyc25{15, 16, 15, 16, 15, 1 + 15, 1 + 15, -1};
|
||||
Common::Array<int> cyc26{10 + 15, 11 + 15, 12 + 15, 13 + 15, 14 + 15, 15 + 15, 16 + 15, -1};
|
||||
Common::Array<int> cyc27{2 + 15, 3 + 15, 4 + 15, 5 + 15, -1};
|
||||
Common::Array<int> cyc28{6 + 15, 7 + 15, 8 + 15, 9 + 15, -1};
|
||||
Common::Array<int> cyc29{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, -1};
|
||||
Common::Array<int> cyc30{0, 1, 2, 3, 3, 3, 3, 4, 5, 6, -1};
|
||||
Common::Array<int> cyc31{0, 1, 2, 3, 4, 5, 6, 7, 8, -1};
|
||||
|
||||
Common::Array<SCycle> c{SCycle(kBubble, false, cyc0), SCycle(kBubble, false, cyc1),
|
||||
SCycle(kSpark, false, cyc2), SCycle(kSpark, false, cyc3),
|
||||
@ -263,7 +263,7 @@ void ImmortalEngine::initStoryDynamic() {
|
||||
_stories[0]._playerPointX = (1152 - univRoomX) / 2;
|
||||
_stories[0]._playerPointY = 464 - univRoomY;
|
||||
|
||||
Common::Array<int> ladders{-1, -1, kStoryNull, 2, 0, univRoom, (704 / 64),(544 / 32)};
|
||||
Common::Array<int> ladders{-1, -1, kStoryNull, 2, 0, univRoom, (704 / 64), (544 / 32)};
|
||||
_stories[0]._ladders = ladders;
|
||||
|
||||
/* All of the rooms
|
||||
@ -278,7 +278,7 @@ void ImmortalEngine::initStoryDynamic() {
|
||||
*/
|
||||
Common::Array<SDoor> doors{SDoor(0, 704, 224, 0, 2, false), SDoor(1, 576, 352, 4, 0, true),
|
||||
SDoor(1, 704, 96, 2, 1, false), SDoor(1, 960, 128, 7, 2, false),
|
||||
SDoor(1, 1088,160, 3, 7, false), SDoor(1, 1088,320, 6, 3, false),
|
||||
SDoor(1, 1088, 160, 3, 7, false), SDoor(1, 1088, 320, 6, 3, false),
|
||||
SDoor(1, 896, 416, 4, 3, false)};
|
||||
_stories[0]._doors = doors;
|
||||
|
||||
@ -303,9 +303,9 @@ void ImmortalEngine::initStoryDynamic() {
|
||||
* Macro for traps is arrowType,freq,#sinkTraps,#1(going toward 5),#3,#5,#7,#trapdoors
|
||||
*/
|
||||
Common::Array<uint8> noTraps{};
|
||||
Common::Array<uint8> o5Traps{0,0x80,0,0,0,0,0,5};
|
||||
Common::Array<uint8> o7Traps{0,0x80,15,5,3,0,0,0};
|
||||
Common::Array<uint8> o8Traps{0,0x80,0,0,0,0,0,3};
|
||||
Common::Array<uint8> o5Traps{0, 0x80, 0, 0, 0, 0, 0, 5};
|
||||
Common::Array<uint8> o7Traps{0, 0x80, 15, 5, 3, 0, 0, 0};
|
||||
Common::Array<uint8> o8Traps{0, 0x80, 0, 0, 0, 0, 0, 3};
|
||||
|
||||
Common::Array<SObj> noObj{};
|
||||
Common::Array<SObj> o5{SObj(kZip, kZip, kTypeTrap, kNoFrame, kObjIsRunning + kObjIsInvisible, o5Traps),
|
||||
|
Loading…
x
Reference in New Issue
Block a user