/* 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; struct adxtype { // Second revision of ADX type // CHECKME: Useless? 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.) }; struct AnimationSaver { byte _id; byte _facingDir; byte _stepNum; int16 _x; int16 _y; int8 _moveX; int8 _moveY; bool _visible; bool _homing; bool _doCheck; byte _count; byte _xWidth, _speedX, _speedY; byte _animCount; int16 _homingX; int16 _homingY; bool _callEachStepFl; byte _eachStepProc; bool _vanishIfStill; }; class Animation; class AnimationType { public: SpriteInfo _info; adxtype _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 *tr); // loads & sets up the sprite void original(); // just sets Quick to false void andexor(); // drops sprite onto screen void turn(byte whichway); // turns him round void appear(int16 wx, int16 wy, byte wf); // switches him 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 speed(int8 xx, int8 yy); // sets ix & iy, non-homing, etc void stopWalk(); // Stops the sprite from moving void chatter(); // Sets up talk vars void setupSaver(AnimationSaver &sav); void unload_saver(AnimationSaver sav); void savedata(Common::File &f); // Self-explanatory, void loaddata(Common::File &f); // really. void save_data_to_mem(uint16 &where); void load_data_from_mem(uint16 &where); AnimationType *done(); private: Animation *_tr; bool checkCollision(); int8 sgn(int16 val); }; const int16 maxgetset = 35; class getsettype { public: ByteField gs[maxgetset]; byte numleft; getsettype *init(); void remember(ByteField r); void recall(ByteField &r); }; class Animation { public: friend class AnimationType; friend class getsettype; static const byte kDirUp = 0; static const byte kDirRight = 1; static const byte kDirDown = 2; static const byte kDirLeft = 3; static const byte kDirUpRight = 4; static const byte kDirDownRight = 5; static const byte kDirDownLeft = 6; static const byte kDirUpLeft = 7; static const byte kDirStopped = 8; static const int16 kSpriteNumbMax = 5; // current max no. of sprites static const byte kProcFollowAvvyY = 1; static const byte kProcBackAndForth = 2; static const byte kProcFaceAvvy = 3; static const byte kProcArrow = 4; static const byte kProcsPludwick = 5; // Unused static const byte kProcGrabAvvy = 6; static const byte kProcGeida = 7; Animation(AvalancheEngine *vm); ~Animation(); void animLink(); void get_back_loretta(); void loadtrip(); void call_special(uint16 which); void openDoor(byte whither, byte ped, byte magicnum); // Handles slidey-open doors. void catamove(byte ped); void stopWalking(); void tripkey(char dir); void rwsp(byte t, byte dir); void apped(byte trn, byte np); void getback(); 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 readstick(); void newspeed(); void new_game_for_trippancy(); void take_a_step(byte &tripnum); void handleMoveKey(const Common::Event &event); // To replace tripkey(). AnimationType tr[kSpriteNumbMax]; getsettype getset[2]; byte aa[1600]; bool mustexclaim; uint16 saywhat; private: AvalancheEngine *_vm; // CHECKME: Useless? // ByteField r; // int16 beforex, beforey; byte checkfeet(int16 x1, int16 x2, int16 oy, int16 y, byte yl); byte geida_ped(byte which); void dawndelay(); void hideInCupboard(); void follow_avvy_y(byte tripnum); void back_and_forth(byte tripnum); void face_avvy(byte tripnum); void arrow_procs(byte tripnum); void grab_avvy(byte tripnum); void spin(byte whichway, byte &tripnum); void geida_procs(byte tripnum); void call_andexors(); void getsetclear(); }; } // End of namespace Avalanche. #endif // AVALANCHE_ANIMATION_H