XEEN: Added further enum values to make falling code clearer
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5b3526e587
commit
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1 changed files with 10 additions and 11 deletions
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@ -40,7 +40,7 @@
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namespace Xeen {
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namespace Xeen {
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enum {
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enum {
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SCENE_WINDOW = 11
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SCENE_WINDOW = 11, SCENE_WIDTH = 216, SCENE_HEIGHT = 132
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};
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};
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PartyDrawer::PartyDrawer(XeenEngine *vm): _vm(vm) {
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PartyDrawer::PartyDrawer(XeenEngine *vm): _vm(vm) {
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@ -1297,13 +1297,13 @@ void Interface::handleFalling() {
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sound.playFX(11);
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sound.playFX(11);
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sound.playSound("scream.voc");
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sound.playSound("scream.voc");
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for (int idx = 0, incr = 2; idx < 133; ++incr, idx += incr) {
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for (int idx = 0, incr = 2; idx <= SCENE_HEIGHT; ++incr, idx += incr) {
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fall(idx);
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fall(idx);
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assembleBorder();
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assembleBorder();
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w.update();
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w.update();
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}
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}
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fall(132);
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fall(SCENE_HEIGHT);
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assembleBorder();
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assembleBorder();
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w.update();
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w.update();
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@ -1311,19 +1311,19 @@ void Interface::handleFalling() {
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sound.playSound("unnh.voc");
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sound.playSound("unnh.voc");
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sound.playFX(31);
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sound.playFX(31);
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fall(127);
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fall(SCENE_HEIGHT - 5);
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assembleBorder();
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assembleBorder();
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w.update();
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w.update();
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fall(132);
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fall(SCENE_HEIGHT);
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assembleBorder();
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assembleBorder();
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w.update();
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w.update();
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fall(129);
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fall(SCENE_HEIGHT - 3);
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assembleBorder();
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assembleBorder();
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w.update();
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w.update();
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fall(132);
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fall(SCENE_HEIGHT);
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assembleBorder();
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assembleBorder();
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w.update();
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w.update();
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@ -1335,16 +1335,15 @@ void Interface::handleFalling() {
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void Interface::setupFallSurface(bool isTop) {
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void Interface::setupFallSurface(bool isTop) {
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Window &w = (*g_vm->_windows)[SCENE_WINDOW];
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Window &w = (*g_vm->_windows)[SCENE_WINDOW];
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const Common::Rect &r = w.getBounds();
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if (_fallSurface.empty())
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if (_fallSurface.empty())
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_fallSurface.create(r.width(), r.height() * 2);
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_fallSurface.create(SCENE_WIDTH, SCENE_HEIGHT * 2);
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_fallSurface.blitFrom(w, Common::Point(0, isTop ? 0 : r.height()));
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_fallSurface.blitFrom(w, Common::Point(0, isTop ? 0 : SCENE_HEIGHT));
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}
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}
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void Interface::fall(int yp) {
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void Interface::fall(int yp) {
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Window &w = (*g_vm->_windows)[SCENE_WINDOW];
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Window &w = (*g_vm->_windows)[SCENE_WINDOW];
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w.blitFrom(_fallSurface, Common::Rect(0, yp, _fallSurface.w, yp + (_fallSurface.h / 2)), Common::Point(0, 0));
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w.blitFrom(_fallSurface, Common::Rect(0, yp, SCENE_WIDTH, yp + SCENE_HEIGHT), Common::Point(0, 0));
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}
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}
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void Interface::shake(int time) {
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void Interface::shake(int time) {
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