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/* 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 __trip5_h__
#define __trip5_h__


#include "graph.h"
/*#include "Crt.h"*/
/*#include "Gyro.h"*/
/*#include "Sticks.h"*/

namespace Avalanche {


const integer maxgetset = 35;

typedef array<5, 2053, byte> manitype;

typedef matrix<0, 50, 0, 10, byte> siltype; /* 35, 4 */

struct adxtype { /* Second revision of ADX type */
	varying_string<12> name; /* name of character */
	varying_string<16> comment; /* comment */
	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 */
	byte accinum; /* the number according to Acci (1=Avvy, etc.) */
};

struct trip_saver_type {
	byte whichsprite;
	byte face;
	byte step;
	integer x;
	integer y;
	shortint ix;
	shortint iy;
	boolean visible;
	boolean homing;
	boolean check_me;
	byte count;
	byte xw, xs, ys;
	byte totalnum;
	integer hx;
	integer hy;
	boolean call_eachstep;
	byte eachstep;
	boolean vanishifstill;
};

class triptype {
public:
	adxtype a; /* vital statistics */
	byte face, step;
	integer x, y; /* current xy coords */
	array<0, 1, integer> ox, oy;  /* last xy coords */
	shortint ix, iy; /* amount to move sprite by, each step */
	array<1, 24, manitype *> mani;
	array<1, 24, siltype *> sil;
	byte whichsprite;
	boolean quick, visible, homing, check_me;
	integer hx, hy; /* homing x & y coords */
	byte count; /* counts before changing step */
	byte xw; /* x-width in bytes */
	byte xs, ys; /* x & y speed */
	byte totalnum; /* total number of sprites */
	boolean vanishifstill; /* Do we show this sprite if it's still? */

	boolean call_eachstep; /* Do we call the eachstep procedure? */
	byte eachstep;

	triptype *init(byte spritenum, boolean do_check);
	/* 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(integer wx, integer 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(shortint xx, shortint 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(untyped_file &f); /* Self-explanatory, */
	void loaddata(untyped_file &f);  /* really. */
	void save_data_to_mem(word &where);
	void load_data_from_mem(word &where);
	triptype *done();
};

class getsettype {
public:
	array<1, maxgetset, bytefield> gs;
	byte numleft;

	getsettype *init();
	void remember(bytefield r);
	void recall(bytefield &r);
};


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 */



const integer procfollow_avvy_y = 1;

const integer procback_and_forth = 2;

const integer procface_avvy = 3;

const integer procarrow_procs = 4;

const integer procspludwick_procs = 5;

const integer procgrab_avvy = 6;

const integer procgeida_procs = 7;


void trippancy_link();

void get_back_loretta();

void loadtrip();

void call_special(word 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 r);

void apped(byte trn, byte np);

void getback();

void fliproom(byte room, byte ped);

boolean infield(byte which);          /* returns True if you're within field "which" */

boolean neardoor();        /* returns True if you're near a door! */

void readstick();

void newspeed();

void new_game_for_trippancy();


#ifdef __trip5_implementation__
#undef EXTERN
#define EXTERN
#endif

EXTERN array<1, numtr, triptype> tr;
EXTERN array<0, 1, getsettype> getset;
EXTERN array<1, 16000, byte> aa;

EXTERN boolean mustexclaim;
EXTERN word saywhat;
#undef EXTERN
#define EXTERN extern

} // End of namespace Avalanche.

#endif