/* 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. */ #ifndef __oldtrip_h__ #define __oldtrip_h__ #include "graph.h" /*#include "Crt.h"*/ namespace Avalanche { const integer maxgetset = 10; struct adxtype { varying_string<12> name; /* name of character */ byte num; /* number of pictures */ byte xl,yl; /* x & y lengths of pictures */ byte seq; /* how many in one stride */ word size; /* the size of one picture */ byte fgc,bgc; /* foreground & background bubble colours */ }; class triptype { public: adxtype a; /* vital statistics */ byte face,step; integer x,y; /* current xy coords */ integer ox,oy; /* last xy coords */ integer tax,tay; /* "behind" taken at... */ shortint ix,iy; /* amount to move sprite by, each step */ matrix<1,24,0,1,pointer> pic; /* the pictures themselves */ boolean quick,visible,homing,check_me; pointer behind; /* what's behind you */ integer hx,hy; /* homing x & y coords */ triptype* init(byte spritenum); /* loads & sets up the sprite */ void original(); /* just sets Quick to false */ void andexor(); /* drops sprite onto screen 1 */ void turn(byte whichway); /* turns him round */ void appear(integer wx,integer wy, byte wf); /* switches him on */ void bounce(); /* bounces off walls. */ void walk(); /* prepares for do_it, andexor, etc. */ void do_it(); /* Actually copies the picture over */ void getback(); /* gets background before sprite is drawn */ void putback(); /* ...and wipes sprite from screen 1 */ void walkto(integer xx,integer yy); /* home in on a point */ void stophoming(); /* self-explanatory */ void homestep(); /* calculates ix & iy for one homing step */ void speed(shortint xx,shortint yy); /* sets ix & iy, non-homing, etc */ void stopwalk(); /* Stops the sprite from moving */ void chatter(); /* Sets up talk vars */ }; class getsettype { public: array<1,maxgetset,fieldtype> gs; byte numleft; getsettype* init(); void remember(fieldtype r); void recall(); }; const integer up = 0; const integer right = 1; const integer down = 2; const integer left = 3; const integer ur = 4; const integer dr = 5; const integer dl = 6; const integer ul = 7; const integer stopped = 8; const integer numtr = 5; /* current max no. of sprites */ void trippancy(); void loadtrip(); void tripkey(char dir); void apped(byte trn,byte np); void fliproom(byte room,byte ped); boolean infield(byte x); /* returns True if you're within field "x" */ boolean neardoor(); /* returns True if you're near a door! */ #ifdef __trip4_implementation__ #undef EXTERN #define EXTERN #endif EXTERN array<1,numtr,triptype> tr; #undef EXTERN #define EXTERN extern } // End of namespace Avalanche. #endif