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-rw-r--r--engines/avalanche/animation.cpp1460
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diff --git a/engines/avalanche/animation.cpp b/engines/avalanche/animation.cpp
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+++ b/engines/avalanche/animation.cpp
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+/* 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.