/* 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 }; struct StatType { Common::String _name; // Name of character. Common::String _comment; // Comment. byte _frameNum; // Number of pictures. byte _seq; // How many in one stride. Color _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. Direction _facingDir; byte _stepNum; int16 _x, _y; // Current 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); 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 homeStep(); void setSpeed(int8 xx, int8 yy); void stopWalk(); void chatter(); void remove(); private: Animation *_anim; int16 _oldX[2], _oldY[2]; // Last xy coords. bool checkCollision(); int8 getSign(int16 val); }; class Animation { public: friend class AnimationType; 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]; 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(); void setDirection(Direction dir); void setOldDirection(Direction dir); Direction getDirection(); Direction getOldDirection(); void resetVariables(); void synchronize(Common::Serializer &sz); private: Direction _direction; // The direction Avvy is currently facing. Direction _oldDirection; 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