/* 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 #include "avalanche/graphics.h" #include "common/scummsys.h" #include "common/str.h" namespace Avalanche { class AvalancheEngine; class Animation; struct StatType { Common::String _name; // Name of character. Common::String _comment; // Comment. byte _frameNum; // Number of pictures. byte _seq; // How many in one stride. byte _fgBubbleCol, _bgBubbleCol; // Foreground & background bubble colors. byte _acciNum; // The number according to Acci. (1=Avvy, etc.) }; class AnimationType { public: SpriteInfo _info; StatType _stat; // Vital statistics. byte _facingDir, _stepNum; int16 _x, _y; // Current xy coords. int16 _oldX[2], _oldY[2]; // Last xy coords. int8 _moveX, _moveY; // Amount to move sprite by, each step. byte _id; bool _quick, _visible, _homing, _doCheck; int16 _homingX, _homingY; // Homing x & y coords. byte _count; // Counts before changing step. byte _speedX, _speedY; // x & y speed. byte _animCount; // Total number of sprites. bool _vanishIfStill; // Do we show this sprite if it's still? bool _callEachStepFl; // Do we call the eachstep procedure? byte _eachStepProc; void init(byte spritenum, bool doCheck, Animation *anim); // Loads & sets up the sprite. void original(); // Just sets 'quick' to false. void draw(); // Drops sprite onto screen. Original: andexor(). void turn(byte whichway); // Turns character round. void appear(int16 wx, int16 wy, byte wf); // Switches it on. void bounce(); // Bounces off walls. void walk(); // Prepares for andexor, etc. void walkTo(byte pednum); // Home in on a point. void stopHoming(); // Self-explanatory. void homeStep(); // Calculates ix & iy for one homing step. void setSpeed(int8 xx, int8 yy); // Sets ix & iy, non-homing, etc. void stopWalk(); // Stops the sprite from moving. void chatter(); // Sets up talk vars. void remove(); private: Animation *_anim; bool checkCollision(); int8 getSign(int16 val); }; class Animation { public: friend class AnimationType; enum Direction { kDirUp, kDirRight, kDirDown, kDirLeft, kDirUpRight, kDirDownRight, kDirDownLeft, kDirUpLeft, kDirStopped }; static const byte kSpriteNumbMax = 5; // current max no. of sprites enum Proc { kProcFollowAvvyY = 1, kProcBackAndForth, kProcFaceAvvy, kProcArrow, kProcSpludwick, // Unused kProcGrabAvvy, kProcGeida // Spludwick uses it as well for homing! TODO: Unify it with kProcSpludwick. }; AnimationType _sprites[kSpriteNumbMax]; bool _mustExclaim; uint16 _sayWhat; byte _direction; // The direction Avvy is currently facing. byte _oldDirection; Animation(AvalancheEngine *vm); ~Animation(); void animLink(); void loadAnims(); // Original: loadtrip(). void callSpecial(uint16 which); void openDoor(byte whither, byte ped, byte magicnum); // Handles slidey-open doors. void catacombMove(byte ped); // When you enter a new position in the catacombs, this procedure should be called. It changes the 'also' codes so that they may match the picture on the screen. void stopWalking(); void changeDirection(byte t, byte dir); void appearPed(byte sprNum, byte pedNum); void flipRoom(byte room, byte ped); bool inField(byte which); // Returns true if you're within field "which". bool nearDoor(); // Returns True if you're near a door. void updateSpeed(); void handleMoveKey(const Common::Event &event); // To replace tripkey(). private: AvalancheEngine *_vm; byte checkFeet(int16 x1, int16 x2, int16 oy, int16 y, byte yl); byte geidaPed(byte which); void dawnDelay(); void grabAvvy(byte tripnum); void arrowProcs(byte tripnum); void hideInCupboard(); // Different movements for NPCs: void followAvalotY(byte tripnum); // Original: follow_avvy_y(). void backAndForth(byte tripnum); void faceAvvy(byte tripnum); // Movements for Homing NPCs: Spludwick and Geida. void spin(byte whichway, byte &tripnum); void takeAStep(byte &tripnum); void geidaProcs(byte tripnum); void drawSprites(); // Original: call_andexors(). }; } // End of namespace Avalanche. #endif // AVALANCHE_ANIMATION_H