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Diffstat (limited to 'engines/avalanche/animation.cpp')
-rw-r--r-- | engines/avalanche/animation.cpp | 1460 |
1 files changed, 1460 insertions, 0 deletions
diff --git a/engines/avalanche/animation.cpp b/engines/avalanche/animation.cpp new file mode 100644 index 0000000000..006ed5a3d3 --- /dev/null +++ b/engines/avalanche/animation.cpp @@ -0,0 +1,1460 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +/* + * This code is based on the original source code of Lord Avalot d'Argent version 1.3. + * Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman. + */ + +/* TRIP5 Trippancy V - the sprite animation subsystem */ + +#include "avalanche/avalanche.h" + +#include "avalanche/animation.h" +#include "avalanche/scrolls2.h" +#include "avalanche/lucerna2.h" +#include "avalanche/visa2.h" +#include "avalanche/gyro2.h" +#include "avalanche/celer2.h" +#include "avalanche/sequence2.h" +#include "avalanche/timer.h" +#include "avalanche/enid2.h" + +#include "common/scummsys.h" +#include "common/textconsole.h" +#include "common/file.h" + +namespace Avalanche { + +void AnimationType::init(byte spritenum, bool doCheck, Animation *anim) { + _anim = anim; + + const int32 idshould = -1317732048; + + if (spritenum == 177) + return; // Already running! + + Common::String filename; + Common::File inf; + filename = filename.format("sprite%d.avd", spritenum); + if (!inf.open(filename)) { + warning("AVALANCHE: Trip: File not found: %s", filename.c_str()); + return; + } + + inf.seek(177); + + int32 id = inf.readSint32LE(); + if (id != idshould) { + //output << '\7'; + inf.close(); + return; + } + + inf.skip(2); // Replace variable named 'soa' in the original code. + + if (!_stat._name.empty()) + _stat._name.clear(); + byte nameSize = inf.readByte(); + for (byte i = 0; i < nameSize; i++) + _stat._name += inf.readByte(); + inf.skip(12 - nameSize); + + //inf.skip(1); // Same as above. + byte commentSize = inf.readByte(); + for (byte i = 0; i < commentSize; i++) + _stat._comment += inf.readByte(); + inf.skip(16 - commentSize); + + _stat._frameNum = inf.readByte(); + _info._xLength = inf.readByte(); + _info._yLength = inf.readByte(); + _stat._seq = inf.readByte(); + _info._size = inf.readUint16LE(); + _stat._fgBubbleCol = inf.readByte(); + _stat._bgBubbleCol = inf.readByte(); + _stat._acciNum = inf.readByte(); + + _animCount = 0; // = 1; + _info._xWidth = _info._xLength / 8; + if ((_info._xLength % 8) > 0) + _info._xWidth++; + for (byte i = 0; i < _stat._frameNum; i++) { + _info._sil[_animCount] = new SilType[11 * (_info._yLength + 1)]; + //getmem(sil[totalnum-1], 11 * (a.yl + 1)); + _info._mani[_animCount] = new ManiType[_info._size - 6]; + //getmem(mani[totalnum-1], a.size - 6); + for (byte j = 0; j <= _info._yLength; j++) + inf.read((*_info._sil[_animCount])[j], _info._xWidth); + //blockread(inf, (*sil[totalnum-1])[fv], xw); + inf.read(*_info._mani[_animCount], _info._size - 6); + //blockread(inf, *mani[totalnum-1], a.size - 6); + + _animCount++; + } + _animCount++; + + // on; + _x = 0; + _y = 0; + _quick = true; + _visible = false; + _speedX = 3; + _speedY = 1; + if (spritenum == 1) + _anim->updateSpeed(); // Just for the lights. + + _homing = false; + _moveX = 0; + _moveY = 0; + _stepNum = 0; + _doCheck = doCheck; + _count = 0; + _id = spritenum; + _vanishIfStill = false; + _callEachStepFl = false; + + inf.close(); +} + +void AnimationType::original() { + _quick = false; + _id = 177; +} + +void AnimationType::draw() { + if ((_vanishIfStill) && (_moveX == 0) && (_moveY == 0)) + return; + byte picnum = _facingDir * _stat._seq + _stepNum; // There'll maybe problem because of the different array indexes in Pascal (starting from 1). + + _anim->_vm->_graphics->drawSprite(_info, picnum, _x, _y); +} + +void AnimationType::turn(byte whichway) { + if (whichway == 8) + _facingDir = Animation::kDirUp; + else + _facingDir = whichway; +} + +void AnimationType::appear(int16 wx, int16 wy, byte wf) { + _x = (wx / 8) * 8; + _y = wy; + _oldX[_anim->_vm->_gyro->_cp] = wx; + _oldY[_anim->_vm->_gyro->_cp] = wy; + turn(wf); + _visible = true; + _moveX = 0; + _moveY = 0; +} + +/** + * Check collision + * @remarks Originally called 'collision_check' + */ +bool AnimationType::checkCollision() { + for (byte i = 0; i < _anim->kSpriteNumbMax; i++) { + if (_anim->_sprites[i]._quick && (_anim->_sprites[i]._id != _id) && + ((_x + _info._xLength) > _anim->_sprites[i]._x) && + (_x < (_anim->_sprites[i]._x + _anim->_sprites[i]._info._xLength)) && + (_anim->_sprites[i]._y == _y)) + return true; + } + + return false; +} + +void AnimationType::walk() { + if (_visible) { + ByteField r; + r._x1 = (_x / 8) - 1; + if (r._x1 == 255) + r._x1 = 0; + r._y1 = _y - 2; + r._x2 = ((_x + _info._xLength) / 8) + 1; + r._y2 = _y + _info._yLength + 2; + } + + if (!_anim->_vm->_gyro->_doingSpriteRun) { + _oldX[_anim->_vm->_gyro->_cp] = _x; + _oldY[_anim->_vm->_gyro->_cp] = _y; + if (_homing) + homeStep(); + _x += _moveX; + _y += _moveY; + } + + if (_doCheck) { + if (checkCollision()) { + bounce(); + return; + } + + byte tc = _anim->checkFeet(_x, _x + _info._xLength, _oldY[_anim->_vm->_gyro->_cp], _y, _info._yLength) - 1; + // -1 is because the modified array indexes of magics[] compared to Pascal . + + if ((tc != 255) & (!_anim->_vm->_gyro->_doingSpriteRun)) { + switch (_anim->_vm->_gyro->_magics[tc]._operation) { + case Gyro::kMagicExclaim: { + bounce(); + _anim->_mustExclaim = true; + _anim->_sayWhat = _anim->_vm->_gyro->_magics[tc]._data; + } + break; + case Gyro::kMagicBounce: + bounce(); + break; + case Gyro::kMagicTransport: + _anim->flipRoom(_anim->_vm->_gyro->_magics[tc]._data >> 8, _anim->_vm->_gyro->_magics[tc]._data & 0xff); + break; + case Gyro::kMagicUnfinished: { + bounce(); + _anim->_vm->_scrolls->displayText("\7Sorry.\3\rThis place is not available yet!"); + } + break; + case Gyro::kMagicSpecial: + _anim->callSpecial(_anim->_vm->_gyro->_magics[tc]._data); + break; + case Gyro::kMagicOpenDoor: + _anim->openDoor(_anim->_vm->_gyro->_magics[tc]._data >> 8, _anim->_vm->_gyro->_magics[tc]._data & 0xff, tc); + break; + } + } + } + + if (!_anim->_vm->_gyro->_doingSpriteRun) { + _count++; + if (((_moveX != 0) || (_moveY != 0)) && (_count > 1)) { + _stepNum++; + if (_stepNum == _stat._seq) + _stepNum = 0; + _count = 0; + } + } +} + +void AnimationType::bounce() { + _x = _oldX[_anim->_vm->_gyro->_cp]; + _y = _oldY[_anim->_vm->_gyro->_cp]; + if (_doCheck) + _anim->stopWalking(); + else + stopWalk(); + _anim->_vm->_gyro->_onCanDoPageSwap = false; + _anim->_vm->_lucerna->drawDirection(); + _anim->_vm->_gyro->_onCanDoPageSwap = true; +} + +int8 AnimationType::getSign(int16 val) { + if (val > 0) + return 1; + else if (val < 0) + return -1; + else + return 0; +} + +void AnimationType::walkTo(byte pednum) { + pednum--; // Pascal -> C conversion: different array indexes. + setSpeed(getSign(_anim->_vm->_gyro->_peds[pednum]._x - _x) * 4, getSign(_anim->_vm->_gyro->_peds[pednum]._y - _y)); + _homingX = _anim->_vm->_gyro->_peds[pednum]._x - _info._xLength / 2; + _homingY = _anim->_vm->_gyro->_peds[pednum]._y - _info._yLength; + _homing = true; +} + +void AnimationType::stopHoming() { + _homing = false; +} + +void AnimationType::homeStep() { + int16 temp; + + if ((_homingX == _x) && (_homingY == _y)) { + // touching the target + stopWalk(); + return; + } + _moveX = 0; + _moveY = 0; + if (_homingY != _y) { + temp = _homingY - _y; + if (temp > 4) + _moveY = 4; + else if (temp < -4) + _moveY = -4; + else + _moveY = temp; + } + if (_homingX != _x) { + temp = _homingX - _x; + if (temp > 4) + _moveX = 4; + else if (temp < -4) + _moveX = -4; + else + _moveX = temp; + } +} + +void AnimationType::setSpeed(int8 xx, int8 yy) { + _moveX = xx; + _moveY = yy; + if ((_moveX == 0) && (_moveY == 0)) + return; // no movement + if (_moveX == 0) { + // No horz movement + if (_moveY < 0) + turn(_anim->kDirUp); + else + turn(_anim->kDirDown); + } else { + if (_moveX < 0) + turn(_anim->kDirLeft); + else + turn(_anim->kDirRight); + } +} + +void AnimationType::stopWalk() { + _moveX = 0; + _moveY = 0; + _homing = false; +} + +void AnimationType::chatter() { + _anim->_vm->_gyro->_talkX = _x + _info._xLength / 2; + _anim->_vm->_gyro->_talkY = _y; + _anim->_vm->_gyro->_talkFontColor = _stat._fgBubbleCol; + _anim->_vm->_gyro->_talkBackgroundColor = _stat._bgBubbleCol; +} + +void AnimationType::remove() { + _animCount--; + _info._xWidth = _info._xLength / 8; + if ((_info._xLength % 8) > 0) + _info._xWidth++; + for (byte i = 0; i < _stat._frameNum; i++) { + _animCount--; + assert(_animCount >= 0); + delete[] _info._mani[_animCount]; + delete[] _info._sil[_animCount]; + } + + _quick = false; + _id = 177; +} + +Animation::Animation(AvalancheEngine *vm) { + _vm = vm; + + _mustExclaim = false; +} + +Animation::~Animation() { + for (int16 i = 0; i < kSpriteNumbMax; i++) { + if (_sprites[i]._quick) + _sprites[i].remove(); + } +} + +void Animation::loadAnims() { + for (int16 i = 0; i < kSpriteNumbMax; i++) + _sprites[i].original(); +} + +byte Animation::checkFeet(int16 x1, int16 x2, int16 oy, int16 y, byte yl) { + // if not alive then begin checkfeet:=0; exit; end; + byte a = 0; + + //setactivepage(2); + if (x1 < 0) + x1 = 0; + if (x2 > 639) + x2 = 639; + if (oy < y) { + for (int16 i = x1; i <= x2; i++) { + for (int16 j = oy + yl; j <= y + yl; j++) { + byte c = *(byte *)_vm->_graphics->_magics.getBasePtr(i, j); + if (c > a) + a = c; + } + } + } else { + for (int16 i = x1; i <= x2; i++) { + for (int16 j = y + yl; j <= oy + yl; j++) { + byte c = *(byte *)_vm->_graphics->_magics.getBasePtr(i, j); + if (c > a) + a = c; + } + } + } + + //setactivepage(1 - cp); + return a; +} + +byte Animation::geidaPed(byte which) { + switch (which) { + case 1: + return 7; + case 2: + case 6: + return 8; + case 3: + case 5: + return 9; + case 4: + return 10; + default: + return 0; + } +} + +void Animation::catacombMove(byte ped) { + int32 here; + uint16 xy_uint16; + byte fv; + + // XY_uint16 is cat_x+cat_y*256. Thus, every room in the + // catacombs has a different number for it. + + + + xy_uint16 = _vm->_gyro->_dna._catacombX + _vm->_gyro->_dna._catacombY * 256; + _vm->_gyro->_dna._geidaSpin = 0; + + switch (xy_uint16) { + case 1801: // Exit catacombs + flipRoom(r__lustiesroom, 4); + _vm->_scrolls->displayText("Phew! Nice to be out of there!"); + return; + case 1033: // Oubliette + flipRoom(r__oubliette, 1); + _vm->_scrolls->displayText(Common::String("Oh, NO!") + _vm->_scrolls->kControlRegister + '1' + _vm->_scrolls->kControlSpeechBubble); + return; + case 4: + flipRoom(r__geidas, 1); + return; + case 2307: + flipRoom(r__lusties, 5); + _vm->_scrolls->displayText("Oh no... here we go again..."); + _vm->_gyro->_dna._userMovesAvvy = false; + _sprites[0]._moveY = 1; + _sprites[0]._moveX = 0; + return; + } + + if (!_vm->_gyro->_dna._enterCatacombsFromLustiesRoom) + _vm->_lucerna->loadRoom(29); + here = _vm->_gyro->kCatacombMap[_vm->_gyro->_dna._catacombY - 1][_vm->_gyro->_dna._catacombX - 1]; + + switch (here & 0xf) { // West. + case 0: // no connection (wall) + _vm->_gyro->_magics[1]._operation = _vm->_gyro->kMagicBounce; // Sloping wall. + _vm->_gyro->_magics[2]._operation = _vm->_gyro->kMagicNothing; // Straight wall. + _vm->_gyro->_portals[4]._operation = _vm->_gyro->kMagicNothing; // Door. + _vm->_celer->drawBackgroundSprite(-1, -1, 28); + break; + case 0x1: // no connection (wall + shield), + _vm->_gyro->_magics[1]._operation = _vm->_gyro->kMagicBounce; // Sloping wall. + _vm->_gyro->_magics[2]._operation = _vm->_gyro->kMagicNothing; // Straight wall. + _vm->_gyro->_portals[4]._operation = _vm->_gyro->kMagicNothing; // Door. + _vm->_celer->drawBackgroundSprite(-1, -1, 28); // Wall, plus... + _vm->_celer->drawBackgroundSprite(-1, -1, 29); // ...shield. + break; + case 0x2: // wall with door + _vm->_gyro->_magics[1]._operation = _vm->_gyro->kMagicBounce; // Sloping wall. + _vm->_gyro->_magics[2]._operation = _vm->_gyro->kMagicNothing; // Straight wall. + _vm->_gyro->_portals[4]._operation = _vm->_gyro->kMagicSpecial; // Door. + _vm->_celer->drawBackgroundSprite(-1, -1, 28); // Wall, plus... + _vm->_celer->drawBackgroundSprite(-1, -1, 30); // ...door. + break; + case 0x3: // wall with door and shield + _vm->_gyro->_magics[1]._operation = _vm->_gyro->kMagicBounce; // Sloping wall. + _vm->_gyro->_magics[2]._operation = _vm->_gyro->kMagicNothing; // Straight wall. + _vm->_gyro->_portals[4]._operation = _vm->_gyro->kMagicSpecial; // Door. + _vm->_celer->drawBackgroundSprite(-1, -1, 28); // Wall, plus... + _vm->_celer->drawBackgroundSprite(-1, -1, 30); // ...door, and... + _vm->_celer->drawBackgroundSprite(-1, -1, 29); // ...shield. + break; + case 0x4: // no connection (wall + window), + _vm->_gyro->_magics[1]._operation = _vm->_gyro->kMagicBounce; // Sloping wall. + _vm->_gyro->_magics[2]._operation = _vm->_gyro->kMagicNothing; // Straight wall. + _vm->_gyro->_portals[4]._operation = _vm->_gyro->kMagicNothing; // Door. + _vm->_celer->drawBackgroundSprite(-1, -1, 28); // Wall, plus... + _vm->_celer->drawBackgroundSprite(-1, -1, 5); // ...window. + break; + case 0x5: // wall with door and window + _vm->_gyro->_magics[1]._operation = _vm->_gyro->kMagicBounce; // Sloping wall. + _vm->_gyro->_magics[2]._operation = _vm->_gyro->kMagicNothing; // Straight wall. + _vm->_gyro->_portals[4]._operation = _vm->_gyro->kMagicSpecial; // Door. + _vm->_celer->drawBackgroundSprite(-1, -1, 28); // Wall, plus... + _vm->_celer->drawBackgroundSprite(-1, -1, 30); // ...door, and... + _vm->_celer->drawBackgroundSprite(-1, -1, 5); // ...window. + break; + case 0x6: // no connection (wall + torches), + _vm->_gyro->_magics[1]._operation = _vm->_gyro->kMagicBounce; // Sloping wall. + _vm->_gyro->_magics[2]._operation = _vm->_gyro->kMagicNothing; // Straight wall. + _vm->_gyro->_portals[4]._operation = _vm->_gyro->kMagicNothing; // No door. + _vm->_celer->drawBackgroundSprite(-1, -1, 28); // Wall, plus... + _vm->_celer->drawBackgroundSprite(-1, -1, 7); // ...torches. + break; + case 0x7: // wall with door and torches + _vm->_gyro->_magics[1]._operation = _vm->_gyro->kMagicBounce; // Sloping wall. + _vm->_gyro->_magics[2]._operation = _vm->_gyro->kMagicNothing; // Straight wall. + _vm->_gyro->_portals[4]._operation = _vm->_gyro->kMagicSpecial; // Door. + _vm->_celer->drawBackgroundSprite(-1, -1, 28); // Wall, plus... + _vm->_celer->drawBackgroundSprite(-1, -1, 30); // ...door, and... + _vm->_celer->drawBackgroundSprite(-1, -1, 7); // ...torches. + break; + case 0xf: // straight-through corridor. + _vm->_gyro->_magics[1]._operation = _vm->_gyro->kMagicNothing; // Sloping wall. + _vm->_gyro->_magics[2]._operation = _vm->_gyro->kMagicSpecial; // Straight wall. + break; + } + + /* ---- */ + + switch ((here & 0xf0) >> 4) { // East + case 0: // no connection (wall) + _vm->_gyro->_magics[4]._operation = _vm->_gyro->kMagicBounce; // Sloping wall. + _vm->_gyro->_magics[5]._operation = _vm->_gyro->kMagicNothing; // Straight wall. + _vm->_gyro->_portals[6]._operation = _vm->_gyro->kMagicNothing; // Door. + _vm->_celer->drawBackgroundSprite(-1, -1, 19); + break; + case 0x1: // no connection (wall + window), + _vm->_gyro->_magics[4]._operation = _vm->_gyro->kMagicBounce; // Sloping wall. + _vm->_gyro->_magics[5]._operation = _vm->_gyro->kMagicNothing; // Straight wall. + _vm->_gyro->_portals[6]._operation = _vm->_gyro->kMagicNothing; // Door. + _vm->_celer->drawBackgroundSprite(-1, -1, 19); // Wall, plus... + _vm->_celer->drawBackgroundSprite(-1, -1, 20); // ...window. + break; + case 0x2: // wall with door + _vm->_gyro->_magics[4]._operation = _vm->_gyro->kMagicBounce; // Sloping wall. + _vm->_gyro->_magics[5]._operation = _vm->_gyro->kMagicNothing; // Straight wall. + _vm->_gyro->_portals[6]._operation = _vm->_gyro->kMagicSpecial; // Door. + _vm->_celer->drawBackgroundSprite(-1, -1, 19); // Wall, plus... + _vm->_celer->drawBackgroundSprite(-1, -1, 21); // ...door. + break; + case 0x3: // wall with door and window + _vm->_gyro->_magics[4]._operation = _vm->_gyro->kMagicBounce; // Sloping wall. + _vm->_gyro->_magics[5]._operation = _vm->_gyro->kMagicNothing; // Straight wall. + _vm->_gyro->_portals[6]._operation = _vm->_gyro->kMagicSpecial; // Door. + _vm->_celer->drawBackgroundSprite(-1, -1, 19); // Wall, plus... + _vm->_celer->drawBackgroundSprite(-1, -1, 20); // ...door, and... + _vm->_celer->drawBackgroundSprite(-1, -1, 21); // ...window. + break; + case 0x6: // no connection (wall + torches), + _vm->_gyro->_magics[4]._operation = _vm->_gyro->kMagicBounce; // Sloping wall. + _vm->_gyro->_magics[5]._operation = _vm->_gyro->kMagicNothing; // Straight wall. + _vm->_gyro->_portals[6]._operation = _vm->_gyro->kMagicNothing; // No door. + _vm->_celer->drawBackgroundSprite(-1, -1, 19); // Wall, plus... + _vm->_celer->drawBackgroundSprite(-1, -1, 18); // ...torches. + break; + case 0x7: // wall with door and torches + _vm->_gyro->_magics[4]._operation = _vm->_gyro->kMagicBounce; // Sloping wall. + _vm->_gyro->_magics[5]._operation = _vm->_gyro->kMagicNothing; // Straight wall. + _vm->_gyro->_portals[6]._operation = _vm->_gyro->kMagicSpecial; // Door. + _vm->_celer->drawBackgroundSprite(-1, -1, 19); // Wall, plus... + _vm->_celer->drawBackgroundSprite(-1, -1, 21); // ...door, and... + _vm->_celer->drawBackgroundSprite(-1, -1, 18); // ...torches. + break; + case 0xf: // straight-through corridor. + _vm->_gyro->_magics[4]._operation = _vm->_gyro->kMagicNothing; // Sloping wall. + _vm->_gyro->_magics[5]._operation = _vm->_gyro->kMagicSpecial; // Straight wall. + _vm->_gyro->_portals[6]._operation = _vm->_gyro->kMagicNothing; // Door. + break; + } + + /* ---- */ + + switch ((here & 0xf00) >> 8) { // South + case 0: // No connection. + _vm->_gyro->_magics[6]._operation = _vm->_gyro->kMagicBounce; + _vm->_gyro->_magics[11]._operation = _vm->_gyro->kMagicBounce; + _vm->_gyro->_magics[12]._operation = _vm->_gyro->kMagicBounce; + break; + case 0x1: + _vm->_celer->drawBackgroundSprite(-1, -1, 22); + + if ((xy_uint16 == 2051) && (_vm->_gyro->_dna._geidaFollows)) + _vm->_gyro->_magics[12]._operation = _vm->_gyro->kMagicExclaim; + else + _vm->_gyro->_magics[12]._operation = _vm->_gyro->kMagicSpecial; // Right exit south. + + _vm->_gyro->_magics[6]._operation = _vm->_gyro->kMagicBounce; + _vm->_gyro->_magics[11]._operation = _vm->_gyro->kMagicBounce; + break; + case 0x2: + _vm->_celer->drawBackgroundSprite(-1, -1, 23); + _vm->_gyro->_magics[6]._operation = _vm->_gyro->kMagicSpecial; // Middle exit south. + _vm->_gyro->_magics[11]._operation = _vm->_gyro->kMagicBounce; + _vm->_gyro->_magics[12]._operation = _vm->_gyro->kMagicBounce; + break; + case 0x3: + _vm->_celer->drawBackgroundSprite(-1, -1, 24); + _vm->_gyro->_magics[11]._operation = _vm->_gyro->kMagicSpecial; // Left exit south. + _vm->_gyro->_magics[6]._operation = _vm->_gyro->kMagicBounce; + _vm->_gyro->_magics[12]._operation = _vm->_gyro->kMagicBounce; + break; + } + + switch ((here & 0xf000) >> 12) { // North + case 0: // No connection + _vm->_gyro->_magics[0]._operation = _vm->_gyro->kMagicBounce; + _vm->_gyro->_portals[3]._operation = _vm->_gyro->kMagicNothing; // Door. + break; + // LEFT handles: +#if 0 + case 0x1: + _vm->_celer->show_one(-1, -1, 4); + _vm->_gyro->magics[1].op = _vm->_gyro->bounces; // { Left exit north. } { Change magic number! } + _vm->_gyro->portals[12].op = _vm->_gyro->special; // { Door. } + break; +#endif + case 0x2: + _vm->_celer->drawBackgroundSprite(-1, -1, 4); + _vm->_gyro->_magics[0]._operation = _vm->_gyro->kMagicBounce; // Middle exit north. + _vm->_gyro->_portals[3]._operation = _vm->_gyro->kMagicSpecial; // Door. + break; +#if 0 + case 0x3: + _vm->_celer->show_one(-1, -1, 4); + _vm->_gyro->magics[1].op = _vm->_gyro->bounces; // { Right exit north. } { Change magic number! } + _vm->_gyro->portals[12].op = _vm->_gyro->special; // { Door. } + break; + // RIGHT handles: + case 0x4: + _vm->_celer->show_one(-1, -1, 3); + _vm->_gyro->magics[1].op = _vm->_gyro->bounces; // { Left exit north. } { Change magic number! } + _vm->_gyro->portals[12].op = _vm->_gyro->special; // { Door. } + break; +#endif + case 0x5: + _vm->_celer->drawBackgroundSprite(-1, -1, 3); + _vm->_gyro->_magics[0]._operation = _vm->_gyro->kMagicBounce; // Middle exit north. + _vm->_gyro->_portals[3]._operation = _vm->_gyro->kMagicSpecial; // Door. + break; +#if 0 + case 0x6: + _vm->_celer->show_one(-1, -1, 3); + _vm->_gyro->magics[1].op = _vm->_gyro->bounces; // { Right exit north. } + _vm->_gyro->portals[12].op = _vm->_gyro->special; // { Door. } + break; +#endif + // ARCHWAYS: + case 0x7: + case 0x8: + case 0x9: { + _vm->_celer->drawBackgroundSprite(-1, -1, 6); + + if (((here & 0xf000) >> 12) > 0x7) + _vm->_celer->drawBackgroundSprite(-1, -1, 31); + if (((here & 0xf000) >> 12) == 0x9) + _vm->_celer->drawBackgroundSprite(-1, -1, 32); + + _vm->_gyro->_magics[0]._operation = _vm->_gyro->kMagicSpecial; // Middle arch north. + _vm->_gyro->_portals[3]._operation = _vm->_gyro->kMagicNothing; // Door. + } + break; + // DECORATIONS: + case 0xd: // No connection + WINDOW + _vm->_gyro->_magics[0]._operation = _vm->_gyro->kMagicBounce; + _vm->_gyro->_portals[3]._operation = _vm->_gyro->kMagicNothing; // Door. + _vm->_celer->drawBackgroundSprite(-1, -1, 14); + break; + case 0xe: // No connection + TORCH + _vm->_gyro->_magics[0]._operation = _vm->_gyro->kMagicBounce; + _vm->_gyro->_portals[3]._operation = _vm->_gyro->kMagicNothing; // Door. + _vm->_celer->drawBackgroundSprite(-1, -1, 8); + break; + // Recessed door: + case 0xf: + _vm->_gyro->_magics[0]._operation = _vm->_gyro->kMagicNothing; // Door to Geida's room. + _vm->_celer->drawBackgroundSprite(-1, -1, 1); + _vm->_gyro->_portals[3]._operation = _vm->_gyro->kMagicSpecial; // Door. + break; + } + + switch (xy_uint16) { + case 514: + _vm->_celer->drawBackgroundSprite(-1, -1, 17); + break; // [2,2] : "Art Gallery" sign over door. + case 264: + _vm->_celer->drawBackgroundSprite(-1, -1, 9); + break; // [8,1] : "The Wrong Way!" sign. + case 1797: + _vm->_celer->drawBackgroundSprite(-1, -1, 2); + break; // [5,7] : "Ite Mingite" sign. + case 258: + for (fv = 0; fv <= 2; fv++) { // [2,1] : Art gallery - pictures + _vm->_celer->drawBackgroundSprite(130 + fv * 120, 70, 15); + _vm->_celer->drawBackgroundSprite(184 + fv * 120, 78, 16); + } + break; + case 1287: + for (fv = 10; fv <= 13; fv++) + _vm->_celer->drawBackgroundSprite(-1, -1, fv); + break; // [7,5] : 4 candles. + case 776: + _vm->_celer->drawBackgroundSprite(-1, -1, 10); + break; // [8,3] : 1 candle. + case 2049: + _vm->_celer->drawBackgroundSprite(-1, -1, 11); + break; // [1,8] : another candle. + case 257: + _vm->_celer->drawBackgroundSprite(-1, -1, 12); + _vm->_celer->drawBackgroundSprite(-1, -1, 13); + break; // [1,1] : the other two. + } + + if ((_vm->_gyro->_dna._geidaFollows) && (ped > 0)) { + if (!_sprites[1]._quick) // If we don't already have her... + _sprites[1].init(5, true, this); // ...Load Geida. + appearPed(2, geidaPed(ped)); + _sprites[1]._callEachStepFl = true; + _sprites[1]._eachStepProc = kProcGeida; + } +} + + + +// This proc gets called whenever you touch a line defined as _vm->_gyro->special. +void Animation::dawnDelay() { + _vm->_timer->addTimer(2, _vm->_timer->kProcDawnDelay, _vm->_timer->kReasonDawndelay); +} + +void Animation::callSpecial(uint16 which) { + switch (which) { + case 1: // _vm->_gyro->special 1: Room 22: top of stairs. + _vm->_celer->drawBackgroundSprite(-1, -1, 1); + _vm->_gyro->_dna._brummieStairs = 1; + _vm->_gyro->_magics[9]._operation = _vm->_gyro->kMagicNothing; + _vm->_timer->addTimer(10, _vm->_timer->kProcStairs, _vm->_timer->kReasonBrummieStairs); + stopWalking(); + _vm->_gyro->_dna._userMovesAvvy = false; + break; + case 2: // _vm->_gyro->special 2: Room 22: bottom of stairs. + _vm->_gyro->_dna._brummieStairs = 3; + _vm->_gyro->_magics[10]._operation = _vm->_gyro->kMagicNothing; + _vm->_gyro->_magics[11]._operation = _vm->_gyro->kMagicExclaim; + _vm->_gyro->_magics[11]._data = 5; + _vm->_gyro->_magics[3]._operation = _vm->_gyro->kMagicBounce; // Now works as planned! + stopWalking(); + _vm->_visa->displayScrollChain('q', 26); + _vm->_gyro->_dna._userMovesAvvy = true; + break; + case 3: // _vm->_gyro->special 3: Room 71: triggers dart. + _sprites[0].bounce(); // Must include that. + + if (!_vm->_gyro->_dna._arrowTriggered) { + _vm->_gyro->_dna._arrowTriggered = true; + appearPed(2, 4); // The dart starts at ped 4, and... + _sprites[1].walkTo(5); // flies to ped 5. + _sprites[1]._facingDir = kDirUp; // Only face. + // Should call some kind of Eachstep procedure which will deallocate + // the sprite when it hits the wall, and replace it with the chunk + // graphic of the arrow buried in the plaster. */ + + // OK! + _sprites[1]._callEachStepFl = true; + _sprites[1]._eachStepProc = kProcArrow; + } + break; + case 4: // This is the ghost room link. + _vm->_lucerna->dusk(); + _sprites[0].turn(kDirRight); // you'll see this after we get back from bootstrap + _vm->_timer->addTimer(1, _vm->_timer->kProcGhostRoomPhew, _vm->_timer->kReasonGhostRoomPhew); + _vm->_enid->backToBootstrap(3); + break; + case 5: + if (_vm->_gyro->_dna._friarWillTieYouUp) { + // _vm->_gyro->special 5: Room 42: touched tree, and get tied up. + _vm->_gyro->_magics[4]._operation = _vm->_gyro->kMagicBounce; // Boundary effect is now working again. + _vm->_visa->displayScrollChain('q', 35); + _sprites[0].remove(); + //tr[1].vanishifstill:=true; + _vm->_celer->drawBackgroundSprite(-1, -1, 2); + _vm->_visa->displayScrollChain('q', 36); + _vm->_gyro->_dna._tiedUp = true; + _vm->_gyro->_dna._friarWillTieYouUp = false; + _sprites[1].walkTo(3); + _sprites[1]._vanishIfStill = true; + _sprites[1]._doCheck = true; // One of them must have Check_Me switched on. + _vm->_gyro->_whereIs[_vm->_gyro->kPeopleFriarTuck - 150] = 177; // Not here, then. + _vm->_timer->addTimer(364, _vm->_timer->kProcHangAround, _vm->_timer->kReasonHangingAround); + } + break; + case 6: // _vm->_gyro->special 6: fall down oubliette. + _vm->_gyro->_dna._userMovesAvvy = false; + _sprites[0]._moveX = 3; + _sprites[0]._moveY = 0; + _sprites[0]._facingDir = kDirRight; + _vm->_timer->addTimer(1, _vm->_timer->kProcFallDownOubliette, _vm->_timer->kReasonFallingDownOubliette); + break; + case 7: // _vm->_gyro->special 7: stop falling down oubliette. + _sprites[0]._visible = false; + _vm->_gyro->_magics[9]._operation = _vm->_gyro->kMagicNothing; + stopWalking(); + _vm->_timer->loseTimer(_vm->_timer->kReasonFallingDownOubliette); + //_vm->_lucerna->mblit(12, 80, 38, 160, 3, 0); + //_vm->_lucerna->mblit(12, 80, 38, 160, 3, 1); + _vm->_scrolls->displayText("Oh dear, you seem to be down the bottom of an oubliette."); + _vm->_timer->addTimer(200, _vm->_timer->kProcMeetAvaroid, _vm->_timer->kReasonMeetingAvaroid); + break; + case 8: // _vm->_gyro->special 8: leave du Lustie's room. + if ((_vm->_gyro->_dna._geidaFollows) && (!_vm->_gyro->_dna._lustieIsAsleep)) { + _vm->_visa->displayScrollChain('q', 63); + _sprites[1].turn(kDirDown); + _sprites[1].stopWalk(); + _sprites[1]._callEachStepFl = false; // Geida + _vm->_lucerna->gameOver(); + } + break; + case 9: // _vm->_gyro->special 9: lose Geida to Robin Hood... + if (!_vm->_gyro->_dna._geidaFollows) + return; // DOESN'T COUNT: no Geida. + _sprites[1]._callEachStepFl = false; // She no longer follows Avvy around. + _sprites[1].walkTo(4); // She walks to somewhere... + _sprites[0].remove(); // Lose Avvy. + _vm->_gyro->_dna._userMovesAvvy = false; + _vm->_timer->addTimer(40, _vm->_timer->kProcRobinHoodAndGeida, _vm->_timer->kReasonRobinHoodAndGeida); + break; + case 10: // _vm->_gyro->special 10: transfer north in catacombs. + if ((_vm->_gyro->_dna._catacombX == 4) && (_vm->_gyro->_dna._catacombY == 1)) { + // Into Geida's room. + if (_vm->_gyro->_dna._objects[_vm->_gyro->kObjectKey - 1]) + _vm->_visa->displayScrollChain('q', 62); + else { + _vm->_visa->displayScrollChain('q', 61); + return; + } + } + _vm->_lucerna->dusk(); + _vm->_gyro->_dna._catacombY--; + catacombMove(4); + if (_vm->_gyro->_dna._room != r__catacombs) + return; + switch ((_vm->_gyro->kCatacombMap[_vm->_gyro->_dna._catacombY - 1][_vm->_gyro->_dna._catacombX - 1] & 0xf00) >> 8) { + case 0x1: + appearPed(1, 12); + break; + case 0x3: + appearPed(1, 11); + break; + default: + appearPed(1, 4); + } + dawnDelay(); + break; + case 11: // _vm->_gyro->special 11: transfer east in catacombs. + _vm->_lucerna->dusk(); + _vm->_gyro->_dna._catacombX++; + catacombMove(1); + if (_vm->_gyro->_dna._room != r__catacombs) + return; + appearPed(1, 1); + dawnDelay(); + break; + case 12: // _vm->_gyro->special 12: transfer south in catacombs. + _vm->_lucerna->dusk(); + _vm->_gyro->_dna._catacombY += 1; + catacombMove(2); + if (_vm->_gyro->_dna._room != r__catacombs) + return; + appearPed(1, 2); + dawnDelay(); + break; + case 13: // _vm->_gyro->special 13: transfer west in catacombs. + _vm->_lucerna->dusk(); + _vm->_gyro->_dna._catacombX--; + catacombMove(3); + if (_vm->_gyro->_dna._room != r__catacombs) + return; + appearPed(1, 3); + dawnDelay(); + break; + } +} + +/** + * Open the Door. + * This slides the door open. The data really ought to be saved in + * the Also file, and will be next time. However, for now, they're + * here. + * @remarks Originally called 'open_the_door' + */ +void Animation::openDoor(byte whither, byte ped, byte magicnum) { + switch (_vm->_gyro->_dna._room) { + case r__outsideyours: + case r__outsidenottspub: + case r__outsideducks: + _vm->_sequence->firstShow(1); + _vm->_sequence->thenShow(2); + _vm->_sequence->thenShow(3); + break; + case r__insidecardiffcastle: + _vm->_sequence->firstShow(1); + _vm->_sequence->thenShow(5); + break; + case r__avvysgarden: + case r__entrancehall: + case r__insideabbey: + case r__yourhall: + _vm->_sequence->firstShow(1); + _vm->_sequence->thenShow(2); + break; + case r__musicroom: + case r__outsideargentpub: + _vm->_sequence->firstShow(5); + _vm->_sequence->thenShow(6); + break; + case r__lusties: + switch (magicnum) { + case 14: + if (_vm->_gyro->_dna._avvysInTheCupboard) { + hideInCupboard(); + _vm->_sequence->firstShow(8); + _vm->_sequence->thenShow(7); + _vm->_sequence->startToClose(); + return; + } else { + appearPed(1, 6); + _sprites[0]._facingDir = kDirRight; // added by TT 12/3/1995 + _vm->_sequence->firstShow(8); + _vm->_sequence->thenShow(9); + } + break; + case 12: + _vm->_sequence->firstShow(4); + _vm->_sequence->thenShow(5); + _vm->_sequence->thenShow(6); + break; + } + break; + } + + _vm->_sequence->thenFlip(whither, ped); + _vm->_sequence->startToOpen(); +} + +void Animation::updateSpeed() { + // Given that you've just changed the speed in triptype._speedX, this adjusts _moveX. + + _sprites[0]._moveX = (_sprites[0]._moveX / 3) * _sprites[0]._speedX; + + //setactivepage(3); + + if (_sprites[0]._speedX == _vm->_gyro->kRun) + _vm->_graphics->_surface.drawLine(371, 199, 373, 199, kColorYellow); + else + _vm->_graphics->_surface.drawLine(336, 199, 338, 199, kColorYellow); + + if (_sprites[0]._speedX == _vm->_gyro->kRun) + _vm->_graphics->_surface.drawLine(336, 199, 338, 199, kColorLightblue); + else + _vm->_graphics->_surface.drawLine(371, 199, 373, 199, kColorLightblue); + + //setactivepage(1 - cp); +} + +void Animation::changeDirection(byte t, byte dir) { + switch (dir) { + case kDirUp: + _sprites[t].setSpeed(0, -_sprites[t]._speedY); + break; + case kDirDown: + _sprites[t].setSpeed(0, _sprites[t]._speedY); + break; + case kDirLeft: + _sprites[t].setSpeed(-_sprites[t]._speedX, 0); + break; + case kDirRight: + _sprites[t].setSpeed(_sprites[t]._speedX, 0); + break; + case kDirUpLeft: + _sprites[t].setSpeed(-_sprites[t]._speedX, -_sprites[t]._speedY); + break; + case kDirUpRight: + _sprites[t].setSpeed(_sprites[t]._speedX, -_sprites[t]._speedY); + break; + case kDirDownLeft: + _sprites[t].setSpeed(-_sprites[t]._speedX, _sprites[t]._speedY); + break; + case kDirDownRight: + _sprites[t].setSpeed(_sprites[t]._speedX, _sprites[t]._speedY); + break; + } +} + +void Animation::appearPed(byte trn, byte np) { + trn--; + np--; + _sprites[trn].appear(_vm->_gyro->_peds[np]._x - _sprites[trn]._info._xLength / 2, _vm->_gyro->_peds[np]._y - _sprites[trn]._info._yLength, _vm->_gyro->_peds[np]._direction); + changeDirection(trn, _vm->_gyro->_peds[np]._direction); +} + +// Eachstep procedures: +void Animation::followAvalotY(byte tripnum) { + if (_sprites[0]._facingDir == kDirLeft) + return; + if (_sprites[tripnum]._homing) + _sprites[tripnum]._homingY = _sprites[1]._y; + else { + if (_sprites[tripnum]._y < _sprites[1]._y) + _sprites[tripnum]._y += 1; + else if (_sprites[tripnum]._y > _sprites[1]._y) + _sprites[tripnum]._y -= 1; + else + return; + if (_sprites[tripnum]._moveX == 0) { + _sprites[tripnum]._stepNum += 1; + if (_sprites[tripnum]._stepNum == _sprites[tripnum]._stat._seq) + _sprites[tripnum]._stepNum = 0; + _sprites[tripnum]._count = 0; + } + } +} + +void Animation::backAndForth(byte tripnum) { + if (!_sprites[tripnum]._homing) { + if (_sprites[tripnum]._facingDir == kDirRight) + _sprites[tripnum].walkTo(4); + else + _sprites[tripnum].walkTo(5); + } +} + +void Animation::faceAvvy(byte tripnum) { + if (!_sprites[tripnum]._homing) { + if (_sprites[0]._x >= _sprites[tripnum]._x) + _sprites[tripnum]._facingDir = kDirRight; + else + _sprites[tripnum]._facingDir = kDirLeft; + } +} + +void Animation::arrowProcs(byte tripnum) { + if (_sprites[tripnum]._homing) { + // Arrow is still in flight. + // We must check whether or not the arrow has collided tr[tripnum] Avvy's head. + // This is so if: a) the bottom of the arrow is below Avvy's head, + // b) the left of the arrow is left of the right of Avvy's head, and + // c) the right of the arrow is right of the left of Avvy's head. + if (((_sprites[tripnum]._y + _sprites[tripnum]._info._yLength) >= _sprites[0]._y) // A + && (_sprites[tripnum]._x <= (_sprites[0]._x + _sprites[0]._info._xLength)) // B + && ((_sprites[tripnum]._x + _sprites[tripnum]._info._xLength) >= _sprites[0]._x)) { // C + // OK, it's hit him... what now? + + _sprites[1]._callEachStepFl = false; // prevent recursion. + _vm->_visa->displayScrollChain('Q', 47); // Complaint! + _sprites[tripnum].remove(); // Deallocate the arrow. +#if 0 + tr[1].done; { Deallocate normal pic of Avvy. } + + off; + for byte fv:=0 to 1 do + begin + cp:=1-cp; + getback; + end; + on; +#endif + _vm->_lucerna->gameOver(); + + _vm->_gyro->_dna._userMovesAvvy = false; // Stop the user from moving him. + _vm->_timer->addTimer(55, _vm->_timer->kProcNaughtyDuke, _vm->_timer->kReasonNaughtyDuke); + } + } else { // Arrow has hit the wall! + _sprites[tripnum].remove(); // Deallocate the arrow. + _vm->_celer->drawBackgroundSprite(-1, -1, 3); // Show pic of arrow stuck into the door. + _vm->_gyro->_dna._arrowInTheDoor = true; // So that we can pick it up. + } + +} + +#if 0 +procedure Spludwick_procs(tripnum:byte); +var fv:byte; +begin + with tr[tripnum] do + if not homing then { We only need to do anything if Spludwick *stops* + walking. } + with _vm->_gyro->dna do + begin + inc(DogfoodPos); + if DogfoodPos=8 then DogfoodPos:=1; + walkto(DogfoodPos); + end; +end; +#endif + +void Animation::grabAvvy(byte tripnum) { // For Friar Tuck, in Nottingham. + int16 tox = _sprites[0]._x + 17; + int16 toy = _sprites[0]._y - 1; + if ((_sprites[tripnum]._x == tox) && (_sprites[tripnum]._y == toy)) { + _sprites[tripnum]._callEachStepFl = false; + _sprites[tripnum]._facingDir = kDirLeft; + _sprites[tripnum].stopWalk(); + // ... whatever ... + } else { + // Still some way to go. + if (_sprites[tripnum]._x < tox) { + _sprites[tripnum]._x += 5; + if (_sprites[tripnum]._x > tox) + _sprites[tripnum]._x = tox; + } + if (_sprites[tripnum]._y < toy) + _sprites[tripnum]._y++; + _sprites[tripnum]._stepNum++; + if (_sprites[tripnum]._stepNum == _sprites[tripnum]._stat._seq) + _sprites[tripnum]._stepNum = 0; + } +} + +void Animation::takeAStep(byte &tripnum) { + if (_sprites[tripnum]._moveX == 0) { + _sprites[tripnum]._stepNum++; + if (_sprites[tripnum]._stepNum == _sprites[tripnum]._stat._seq) + _sprites[tripnum]._stepNum = 0; + _sprites[tripnum]._count = 0; + } +} + +void Animation::spin(byte whichway, byte &tripnum) { + if (_sprites[tripnum]._facingDir != whichway) { + _sprites[tripnum]._facingDir = whichway; + if (_sprites[tripnum]._id == 2) + return; // Not for Spludwick + + _vm->_gyro->_dna._geidaSpin += 1; + _vm->_gyro->_dna._geidaTime = 20; + if (_vm->_gyro->_dna._geidaSpin == 5) { + _vm->_scrolls->displayText("Steady on, Avvy, you'll make the poor girl dizzy!"); + _vm->_gyro->_dna._geidaSpin = 0; + _vm->_gyro->_dna._geidaTime = 0; // knock out records + } + } +} + +void Animation::geidaProcs(byte tripnum) { + if (_vm->_gyro->_dna._geidaTime > 0) { + _vm->_gyro->_dna._geidaTime--; + if (_vm->_gyro->_dna._geidaTime == 0) + _vm->_gyro->_dna._geidaSpin = 0; + } + + if (_sprites[tripnum]._y < (_sprites[0]._y - 2)) { + // Geida is further from the screen than Avvy. + spin(kDirDown, tripnum); + _sprites[tripnum]._moveY = 1; + _sprites[tripnum]._moveX = 0; + takeAStep(tripnum); + return; + } else if (_sprites[tripnum]._y > (_sprites[0]._y + 2)) { + // Avvy is further from the screen than Geida. + spin(kDirUp, tripnum); + _sprites[tripnum]._moveY = -1; + _sprites[tripnum]._moveX = 0; + takeAStep(tripnum); + return; + } + + _sprites[tripnum]._moveY = 0; + // These 12-s are not in the original, I added them to make the following method more "smooth". + // Now the NPC which is following Avvy won't block his way and will walk next to him properly. + if (_sprites[tripnum]._x < _sprites[0]._x - _sprites[0]._speedX * 8 - 12) { + _sprites[tripnum]._moveX = _sprites[0]._speedX; + spin(kDirRight, tripnum); + takeAStep(tripnum); + } else if (_sprites[tripnum]._x > _sprites[0]._x + _sprites[0]._speedX * 8 + 12) { + _sprites[tripnum]._moveX = -_sprites[0]._speedX; + spin(kDirLeft, tripnum); + takeAStep(tripnum); + } else + _sprites[tripnum]._moveX = 0; +} + +// That's all... + +void Animation::drawSprites() { + int8 order[5]; + byte temp; + bool ok; + + for (int i = 0; i < 5; i++) + order[i] = -1; + + for (int16 i = 0; i < kSpriteNumbMax; i++) { + if (_sprites[i]._quick && _sprites[i]._visible) + order[i] = i; + } + + do { + ok = true; + for (byte i = 0; i < 4; i++) { + if (((order[i] != -1) && (order[i + 1] != -1)) + && (_sprites[order[i]]._y > _sprites[order[i + 1]]._y)) { + // Swap them! + temp = order[i]; + order[i] = order[i + 1]; + order[i + 1] = temp; + ok = false; + } + } + } while (!ok); + + + _vm->_graphics->refreshBackground(); + + for (byte i = 0; i < 5; i++) { + if (order[i] > -1) + _sprites[order[i]].draw(); + } +} + +/** + * Animation links + * @remarks Originally called 'trippancy_link' + */ +void Animation::animLink() { + if (_vm->_gyro->_dropdownActive | _vm->_gyro->_onToolbar | _vm->_gyro->_seeScroll) + return; + for (int16 i = 0; i < kSpriteNumbMax; i++) { + if (_sprites[i]._quick && _sprites[i]._visible) + _sprites[i].walk(); + } + + drawSprites(); + + for (int16 i = 0; i < kSpriteNumbMax; i++) { + if (_sprites[i]._quick && _sprites[i]._callEachStepFl) { + switch (_sprites[i]._eachStepProc) { + case kProcFollowAvvyY : + followAvalotY(i); + break; + case kProcBackAndForth : + backAndForth(i); + break; + case kProcFaceAvvy : + faceAvvy(i); + break; + case kProcArrow : + arrowProcs(i); + break; + // PROCSpludwick_procs : spludwick_procs(fv); + case kProcGrabAvvy : + grabAvvy(i); + break; + case kProcGeida : + geidaProcs(i); + break; + } + } + } + + if (_mustExclaim) { + _mustExclaim = false; + _vm->_visa->displayScrollChain('x', _sayWhat); + } +} + +void Animation::stopWalking() { + _sprites[0].stopWalk(); + _vm->_gyro->_dna._direction = kDirStopped; + if (_vm->_gyro->_alive) + _sprites[0]._stepNum = 1; +} + +/** + * Hide in the cupboard + * @remarks Originally called 'hide_in_the_cupboard' + */ +void Animation::hideInCupboard() { + if (_vm->_gyro->_dna._avvysInTheCupboard) { + if (_vm->_gyro->_dna._wearing == Acci::kNothing) + _vm->_scrolls->displayText(Common::String(_vm->_scrolls->kControlItalic) + "AVVY!" + _vm->_scrolls->kControlRoman + "Get dressed first!"); + else { + _sprites[0]._visible = true; + _vm->_gyro->_dna._userMovesAvvy = true; + appearPed(1, 3); // Walk out of the cupboard. + _vm->_scrolls->displayText("You leave the cupboard. Nice to be out of there!"); + _vm->_gyro->_dna._avvysInTheCupboard = false; + _vm->_sequence->firstShow(8); + _vm->_sequence->thenShow(7); + _vm->_sequence->startToClose(); + } + } else { + // Not hiding in the cupboard + _sprites[0]._visible = false; + _vm->_gyro->_dna._userMovesAvvy = false; + _vm->_scrolls->displayText(Common::String("You walk into the room...") + _vm->_scrolls->kControlParagraph + + "It seems to be an empty, but dusty, cupboard. Hmmmm... you leave the door slightly open to avoid suffocation."); + _vm->_gyro->_dna._avvysInTheCupboard = true; + _vm->_celer->drawBackgroundSprite(-1, -1, 8); + } +} + +void Animation::flipRoom(byte room, byte ped) { + if (!_vm->_gyro->_alive) { + // You can't leave the room if you're dead. + _sprites[0]._moveX = 0; + _sprites[0]._moveY = 0; // Stop him from moving. + return; + } + + if ((room == 177) && (_vm->_gyro->_dna._room == r__lusties)) { + hideInCupboard(); + return; + } + + if ((_vm->_gyro->_dna._jumpStatus > 0) && (_vm->_gyro->_dna._room == r__insidecardiffcastle)) { + // You can't *jump* out of Cardiff Castle! + _sprites[0]._moveX = 0; + return; + } + + _vm->_lucerna->exitRoom(_vm->_gyro->_dna._room); + _vm->_lucerna->dusk(); + + for (int16 i = 1; i < kSpriteNumbMax; i++) { + if (_sprites[i]._quick) + _sprites[i].remove(); + } // Deallocate sprite + + if (_vm->_gyro->_dna._room == r__lustiesroom) + _vm->_gyro->_dna._enterCatacombsFromLustiesRoom = true; + + _vm->_lucerna->enterRoom(room, ped); + appearPed(1, ped); + _vm->_gyro->_dna._enterCatacombsFromLustiesRoom = false; + _vm->_gyro->_oldDirection = _vm->_gyro->_dna._direction; + _vm->_gyro->_dna._direction = _sprites[0]._facingDir; + _vm->_lucerna->drawDirection(); + + _vm->_lucerna->dawn(); + + // Tidy up after mouse. I know it's a kludge... + // tidy_after_mouse; +} + +bool Animation::inField(byte which) { + which--; // Pascal -> C: different array indexes. + + int16 yy = _sprites[0]._y + _sprites[0]._info._yLength; + + return (_sprites[0]._x >= _vm->_gyro->_fields[which]._x1) && (_sprites[0]._x <= _vm->_gyro->_fields[which]._x2) + && (yy >= _vm->_gyro->_fields[which]._y1) && (yy <= _vm->_gyro->_fields[which]._y2); + +} + +bool Animation::nearDoor() { + if (_vm->_gyro->_fieldNum < 8) { + // there ARE no doors here! + return false; + } + + int16 ux = _sprites[0]._x; + int16 uy = _sprites[0]._y + _sprites[0]._info._yLength; + bool nd = false; + for (byte fv = 8; fv < _vm->_gyro->_fieldNum; fv++) + if ((ux >= _vm->_gyro->_fields[fv]._x1) && (ux <= _vm->_gyro->_fields[fv]._x2) + && (uy >= _vm->_gyro->_fields[fv]._y1) && (uy <= _vm->_gyro->_fields[fv]._y2)) + nd = true; + return nd; +} + +void Animation::handleMoveKey(const Common::Event &event) { + if (!_vm->_gyro->_dna._userMovesAvvy) + return; + + if (_vm->_dropdown->_activeMenuItem._activeNow) + _vm->_parser->tryDropdown(); + else { + switch (event.kbd.keycode) { + case Common::KEYCODE_UP: + if (_vm->_gyro->_dna._direction != kDirUp) { + _vm->_gyro->_dna._direction = kDirUp; + changeDirection(0, _vm->_gyro->_dna._direction); + } else + stopWalking(); + break; + case Common::KEYCODE_DOWN: + if (_vm->_gyro->_dna._direction != kDirDown) { + _vm->_gyro->_dna._direction = kDirDown; + changeDirection(0, _vm->_gyro->_dna._direction); + } else + stopWalking(); + break; + case Common::KEYCODE_LEFT: + if (_vm->_gyro->_dna._direction != kDirLeft) { + _vm->_gyro->_dna._direction = kDirLeft; + changeDirection(0, _vm->_gyro->_dna._direction); + } else + stopWalking(); + break; + case Common::KEYCODE_RIGHT: + if (_vm->_gyro->_dna._direction != kDirRight) { + _vm->_gyro->_dna._direction = kDirRight; + changeDirection(0, _vm->_gyro->_dna._direction); + } else + stopWalking(); + break; + case Common::KEYCODE_PAGEUP: + if (_vm->_gyro->_dna._direction != kDirUpRight) { + _vm->_gyro->_dna._direction = kDirUpRight; + changeDirection(0, _vm->_gyro->_dna._direction); + } else + stopWalking(); + break; + case Common::KEYCODE_PAGEDOWN: + if (_vm->_gyro->_dna._direction != kDirDownRight) { + _vm->_gyro->_dna._direction = kDirDownRight; + changeDirection(0, _vm->_gyro->_dna._direction); + } else + stopWalking(); + break; + case Common::KEYCODE_END: + if (_vm->_gyro->_dna._direction != kDirDownLeft) { + _vm->_gyro->_dna._direction = kDirDownLeft; + changeDirection(0, _vm->_gyro->_dna._direction); + } else + stopWalking(); + break; + case Common::KEYCODE_HOME: + if (_vm->_gyro->_dna._direction != kDirUpLeft) { + _vm->_gyro->_dna._direction = kDirUpLeft; + changeDirection(0, _vm->_gyro->_dna._direction); + } else + stopWalking(); + break; + case Common::KEYCODE_KP5: + stopWalking(); + break; + default: + break; + } + } +} + + +} // End of namespace Avalanche. |