/* 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. */ /* TRIP5 Trippancy V - the sprite animation subsystem */ #ifndef TRIP6_H #define TRIP6_H #include "avalanche/graphics.h" #include "common/scummsys.h" #include "common/str.h" namespace Avalanche { class AvalancheEngine; struct adxtype { // Second revision of ADX type Common::String name; // [13] name of character // uruk: Note to self: TRAILING /0 !!! Real size: 12 Common::String comment; // [17] comment // uruk: Same here, but 16. byte num; // number of pictures byte seq; // how many in one stride byte fgc, bgc; // foreground & background bubble colors byte accinum; // the number according to Acci (1=Avvy, etc.) }; struct trip_saver_type { byte whichsprite; byte face; byte step; int16 x; int16 y; int8 ix; int8 iy; bool visible; bool homing; bool check_me; byte count; byte xw, xs, ys; byte totalnum; int16 hx; int16 hy; bool call_eachstep; byte eachstep; bool vanishifstill; }; class Trip; class triptype { public: SpriteInfo _info; adxtype a; // vital statistics byte face, step; int16 x, y; // current xy coords int16 ox[2], oy[2]; // last xy coords int8 ix, iy; // amount to move sprite by, each step byte whichsprite; bool quick, visible, homing, check_me; int16 hx, hy; // homing x & y coords byte count; // counts before changing step byte xs, ys; // x & y speed byte totalnum; // total number of sprites bool vanishifstill; // Do we show this sprite if it's still? bool call_eachstep; // Do we call the eachstep procedure? byte eachstep; void init(byte spritenum, bool do_check, Trip *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 set_up_saver(trip_saver_type &v); void unload_saver(trip_saver_type v); 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); triptype *done(); private: Trip *_tr; bool collision_check(); 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 Trip { public: friend class triptype; friend class getsettype; static const int16 up = 0; static const int16 right = 1; static const int16 down = 2; static const int16 left = 3; static const int16 ur = 4; static const int16 dr = 5; static const int16 dl = 6; static const int16 ul = 7; static const int16 stopped = 8; static const int16 numtr = 5; // current max no. of sprites static const int16 procfollow_avvy_y = 1; static const int16 procback_and_forth = 2; static const int16 procface_avvy = 3; static const int16 procarrow_procs = 4; static const int16 procspludwick_procs = 5; static const int16 procgrab_avvy = 6; static const int16 procgeida_procs = 7; Trip(AvalancheEngine *vm); ~Trip(); void trippancy_link(); void get_back_loretta(); void loadtrip(); void call_special(uint16 which); void open_the_door(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(). triptype tr[numtr]; getsettype getset[2]; byte aa[1600]; bool mustexclaim; uint16 saywhat; private: AvalancheEngine *_vm; 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 hide_in_the_cupboard(); bool overlaps_with_mouse(); 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(); void tidy_up(int16 a, int16 b, int16 c, int16 d); void tidy_after_mouse(); }; } // End of namespace Avalanche. #endif // TRIP6_H