1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
|
/* 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
};
class AnimationType {
public:
byte _id;
byte _xLength, _yLength;
ManiType *_mani[24];
SilType *_sil[24];
byte _frameNum; // Number of pictures.
byte _seq; // How many in one stride.
byte _characterId; // The number according to Acci. (1=Avvy, etc.)
byte _count; // Counts before changing step.
Direction _facingDir;
byte _stepNum;
int16 _x, _y; // Current xy coords.
int8 _moveX, _moveY; // Amount to move sprite by, each step.
bool _quick, _visible, _homing, _doCheck;
int16 _homingX, _homingY; // Homing x & y coords.
byte _speedX, _speedY;
bool _vanishIfStill;
bool _callEachStepFl;
byte _eachStepProc;
AnimationType(Animation *anim);
void init(byte spritenum, bool doCheck);
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 setSpeed(int8 xx, int8 yy);
void stopWalk();
void chatter();
void remove();
private:
Animation *_anim;
int16 _oldX[2], _oldY[2]; // Last xy coords.
Color _fgBubbleCol, _bgBubbleCol; // Foreground & background bubble colors.
bool checkCollision();
int8 getSign(int16 val);
void homeStep();
};
class Animation {
public:
friend class AnimationType;
static const byte kSpriteNumbMax = 5; // current max no. of sprites
enum Proc {
kProcNone = 0,
kProcFollowAvvyY,
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();
// These 2 functions are responsible for playing the thunder animation when the player swears too much.
void drawLightning(int16 x1, int16 y1, int16 x2, int16 y2);
void thunder();
void wobble();
void setDirection(Direction dir);
void setOldDirection(Direction dir);
Direction getDirection();
Direction getOldDirection();
void setAvvyClothes(int id);
int getAvvyClothes();
void resetVariables();
void synchronize(Common::Serializer &sz);
private:
Direction _direction; // The direction Avvy is currently facing.
Direction _oldDirection;
static const int32 kCatacombMap[8][8];
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
|