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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.
 */

/* 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);

	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