scummvm/engines/avalanche/animation.h
uruk 40269800de AVALANCHE: Unify kProcGeida and kProcSpludwick under kProcFollowAvvy.
Also rename connected function geidaProcs() to follow() and update it's comments.
2014-04-12 19:27:56 +02:00

177 lines
4.6 KiB
C++

/* 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,
kProcGrabAvvy,
kProcFollowAvvy
};
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 follow(byte tripnum);
void drawSprites();
};
} // End of namespace Avalanche.
#endif // AVALANCHE_ANIMATION_H