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ASYLUM: cleanup and comments
git-svn-id: http://asylumengine.googlecode.com/svn/trunk@373 0bfb4aae-4ea4-11de-8d8d-752d95cf3e3c
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@@ -55,6 +55,7 @@ void Actor::visible(bool value) {
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flags |= 0x01;
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else
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flags &= 0xFFFFFFFE;
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// TODO object_sound_sub_414c30
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}
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void Actor::setDirection(int dir) {
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+13
-10
@@ -78,6 +78,7 @@ Common::Error AsylumEngine::run() {
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err = init();
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if (err != Common::kNoError)
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return err;
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return go();
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}
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@@ -85,13 +86,13 @@ Common::Error AsylumEngine::run() {
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Common::Error AsylumEngine::init() {
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initGraphics(640, 480, true);
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_screen = new Screen(this);
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_sound = new Sound(_mixer);
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_video = new Video(_mixer);
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_console = new Console(this);
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_text = new Text(_screen);
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_mainMenu = 0;
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_scene = 0;
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_screen = new Screen(this);
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_sound = new Sound(_mixer);
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_video = new Video(_mixer);
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_console = new Console(this);
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_text = new Text(_screen);
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_mainMenu = 0;
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_scene = 0;
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_introPlaying = false;
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@@ -104,16 +105,18 @@ Common::Error AsylumEngine::go() {
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// TODO: init unknown game stuffs (address 0040F430)
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// TODO: if savegame exists on folder, than start NewGame()
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// Set up the game's main scene
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// FIXME The scene shouldn't be created here, as we don't technically know
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// how the scene is starting. This was put in for testing, but will eventually
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// have to be removed once saveload is implemented
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_scene = new Scene(5, this);
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// XXX This is just here for testing purposes. It is also defined
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// FIXME This is just here for testing purposes. It is also defined
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// in the processActionList() method when the necessary action is fired.
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// Once the blowup puzzle testing is removed from checkForEvent(), this
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// can be removed as well.
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_scene->setBlowUpPuzzle(new BlowUpPuzzleVCR(_scene));
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// XXX This can probably also be rolled into the scene constructor.
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// FIXME This can probably also be rolled into the scene constructor.
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// Investigate if this will fuck up the execution sequence though :P
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_scene->actions()->setScriptByIndex(_scene->worldstats()->actionListIdx);
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+15
-10
@@ -39,11 +39,16 @@
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namespace Asylum {
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// XXX
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// If defined, this will play the scene title loading
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// progress before the scene is entered. This is
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// just a convenience, as there's no need for the type
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// of pre-loading that was performed in the original
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#define SHOW_SCENE_LOADING
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// XXX
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// I'm not sure if system endian-ness would have any
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// effect byte order of the data files, but I guess
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// effect on the byte order of the data files, but I guess
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// it won't hurt to keep this here until we can test
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// on a big-endian system
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#ifndef SCUMM_BIG_ENDIAN
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@@ -62,15 +67,15 @@ class Video;
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class Encounter;
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enum kDebugLevels {
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kDebugLevelMain = 1 << 0,
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kDebugLevelMain = 1 << 0,
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kDebugLevelResources = 1 << 1,
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kDebugLevelSprites = 1 << 2,
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kDebugLevelInput = 1 << 3,
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kDebugLevelMenu = 1 << 4,
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kDebugLevelScripts = 1 << 5,
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kDebugLevelSound = 1 << 6,
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kDebugLevelSavegame = 1 << 7,
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kDebugLevelScene = 1 << 8
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kDebugLevelSprites = 1 << 2,
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kDebugLevelInput = 1 << 3,
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kDebugLevelMenu = 1 << 4,
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kDebugLevelScripts = 1 << 5,
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kDebugLevelSound = 1 << 6,
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kDebugLevelSavegame = 1 << 7,
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kDebugLevelScene = 1 << 8
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};
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class AsylumEngine: public Engine {
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@@ -121,7 +126,7 @@ private:
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void processDelayedEvents();
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void playIntro();
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Common::Language _language;
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Common::Language _language;
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Common::RandomSource _rnd;
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int _ambientVolume;
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+25
-24
@@ -49,6 +49,7 @@ public:
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bool isActive() {
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return _active;
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}
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void openMenu();
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void closeMenu();
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@@ -56,32 +57,32 @@ private:
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AsylumEngine *_vm;
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enum EyesAnimation {
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kEyesFront = 0,
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kEyesLeft = 1,
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kEyesRight = 2,
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kEyesTop = 3,
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kEyesBottom = 4,
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kEyesTopLeft = 5,
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kEyesTopRight = 6,
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kEyesBottomLeft = 7,
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kEyesFront = 0,
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kEyesLeft = 1,
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kEyesRight = 2,
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kEyesTop = 3,
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kEyesBottom = 4,
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kEyesTopLeft = 5,
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kEyesTopRight = 6,
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kEyesBottomLeft = 7,
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kEyesBottomRight = 8,
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kEyesCrossed = 9
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kEyesCrossed = 9
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};
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enum MenuScreen {
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kNewGame = 0,
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kLoadGame = 1,
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kSaveGame = 2,
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kDeleteGame = 3,
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kViewCinematics = 4,
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kQuitGame = 5,
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kTextOptions = 6,
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kAudioOptions = 7,
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kSettings = 8,
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kKeyboardConfig = 9,
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kShowCredits = 10,
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kReturnToGame = 11,
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kMainMenu = 12
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kNewGame = 0,
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kLoadGame = 1,
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kSaveGame = 2,
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kDeleteGame = 3,
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kViewCinematics = 4,
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kQuitGame = 5,
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kTextOptions = 6,
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kAudioOptions = 7,
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kSettings = 8,
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kKeyboardConfig = 9,
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kShowCredits = 10,
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kReturnToGame = 11,
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kMainMenu = 12
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};
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Common::Event *_ev;
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@@ -101,8 +102,8 @@ private:
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uint32 _confGammaLevel;
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uint32 _confGameQuality;
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MenuScreen _activeMenuScreen;
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ResourcePack *_resPack;
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MenuScreen _activeMenuScreen;
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ResourcePack *_resPack;
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GraphicResource *_bgResource;
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GraphicResource *_eyeResource;
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GraphicResource *_iconResource;
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