/* 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, kProcGrabAvvy, kProcFollowAvvy }; 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 follow(byte tripnum); void drawSprites(); }; } // End of namespace Avalanche. #endif // AVALANCHE_ANIMATION_H