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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.
+ */
+
+/* Original name: TRIP5 / Trippancy V - the sprite animation subsystem */
+
+#ifndef AVALANCHE_ANIMATION_H
+#define AVALANCHE_ANIMATION_H
+
+namespace Avalanche {
+class AvalancheEngine;
+class Animation;
+
+enum Direction {
+ kDirUp = 0, kDirRight, kDirDown, kDirLeft,
+ kDirUpRight, kDirDownRight, kDirDownLeft, kDirUpLeft,
+ kDirStopped, kDirNone = 177
+};
+
+class AnimationType {
+public:
+ byte _id;
+
+ byte _xLength, _yLength;
+ ManiType *_mani[24];
+ SilType *_sil[24];
+ byte _frameNum; // Number of pictures.
+ byte _seq; // How many in one stride.
+ byte _characterId; // The number according to Acci. (1=Avvy, etc.)
+ byte _count; // Counts before changing step.
+
+ Direction _facingDir;
+ byte _stepNum;
+ int16 _x, _y; // Current xy coords.
+ int8 _moveX, _moveY; // Amount to move sprite by, each step.
+ bool _quick, _visible, _homing, _doCheck;
+ int16 _homingX, _homingY; // Homing x & y coords.
+ byte _speedX, _speedY;
+ bool _vanishIfStill;
+ bool _callEachStepFl;
+ byte _eachStepProc;
+
+ AnimationType(Animation *anim);
+
+ void init(byte spritenum, bool doCheck);
+ void reset();
+ void draw();
+ void turn(Direction whichway);
+ void appear(int16 wx, int16 wy, Direction wf);
+ void bounce();
+ void walk();
+ void walkTo(byte pednum);
+ void stopHoming();
+ void setSpeed(int8 xx, int8 yy);
+ void stopWalk();
+ void chatter();
+ void remove();
+
+private:
+ Animation *_anim;
+
+ int16 _oldX[2], _oldY[2]; // Last xy coords.
+ Color _fgBubbleCol, _bgBubbleCol; // Foreground & background bubble colors.
+
+ bool checkCollision();
+ int8 getSign(int16 val);
+ void homeStep();
+};
+
+class Animation {
+public:
+ friend class AnimationType;
+
+ static const byte kSpriteNumbMax = 5; // current max no. of sprites
+
+ enum Proc {
+ kProcNone = 0,
+ kProcFollowAvvyY,
+ kProcBackAndForth,
+ kProcFaceAvvy,
+ kProcArrow,
+ kProcSpludwick, // Unused
+ kProcGrabAvvy,
+ kProcGeida // Spludwick uses it as well for homing! TODO: Unify it with kProcSpludwick.
+ };
+
+ AnimationType *_sprites[kSpriteNumbMax];
+
+ Animation(AvalancheEngine *vm);
+ ~Animation();
+
+ void animLink();
+ void resetAnims();
+ void callSpecial(uint16 which);
+ void catacombMove(byte ped);
+ void stopWalking();
+ void setMoveSpeed(byte t, Direction dir);
+ void appearPed(byte sprNum, byte pedNum);
+ bool inField(byte which);
+ bool nearDoor();
+ void updateSpeed();
+ void handleMoveKey(const Common::Event &event);
+ void hideInCupboard();
+
+ // These 2 functions are responsible for playing the thunder animation when the player swears too much.
+ void drawLightning(int16 x1, int16 y1, int16 x2, int16 y2);
+ void thunder();
+
+ void wobble();
+
+ void setDirection(Direction dir);
+ void setOldDirection(Direction dir);
+ Direction getDirection();
+ Direction getOldDirection();
+
+ void setAvvyClothes(int id);
+ int getAvvyClothes();
+
+ void resetVariables();
+ void synchronize(Common::Serializer &sz);
+private:
+ Direction _direction; // The direction Avvy is currently facing.
+ Direction _oldDirection;
+ static const int32 kCatacombMap[8][8];
+ bool _arrowTriggered; // And has the arrow been triggered?
+ bool _mustExclaim;
+ byte _geidaSpin, _geidaTime; // For the making "Geida dizzy" joke.
+ uint16 _sayWhat;
+
+ AvalancheEngine *_vm;
+
+ byte checkFeet(int16 x1, int16 x2, int16 oy, int16 y, byte yl);
+ byte geidaPed(byte ped);
+ void dawnDelay();
+
+ void grabAvvy(byte tripnum);
+ void arrowProcs(byte tripnum);
+
+ // Different movements for NPCs:
+ void followAvalotY(byte tripnum);
+ void backAndForth(byte tripnum);
+ void faceAvvy(byte tripnum);
+
+ // Movements for Homing NPCs: Spludwick and Geida.
+ void spin(Direction dir, byte &tripnum);
+ void takeAStep(byte &tripnum);
+ void geidaProcs(byte tripnum);
+
+ void drawSprites();
+};
+
+} // End of namespace Avalanche.
+
+#endif // AVALANCHE_ANIMATION_H