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40269800de
Also rename connected function geidaProcs() to follow() and update it's comments.
177 lines
4.6 KiB
C++
177 lines
4.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This code is based on the original source code of Lord Avalot d'Argent version 1.3.
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* Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman.
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*/
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/* Original name: TRIP5 / Trippancy V - the sprite animation subsystem */
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#ifndef AVALANCHE_ANIMATION_H
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#define AVALANCHE_ANIMATION_H
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namespace Avalanche {
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class AvalancheEngine;
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class Animation;
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enum Direction {
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kDirUp = 0, kDirRight, kDirDown, kDirLeft,
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kDirUpRight, kDirDownRight, kDirDownLeft, kDirUpLeft,
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kDirStopped, kDirNone = 177
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};
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class AnimationType {
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public:
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byte _id;
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byte _xLength, _yLength;
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ManiType *_mani[24];
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SilType *_sil[24];
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byte _frameNum; // Number of pictures.
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byte _seq; // How many in one stride.
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byte _characterId; // The number according to Acci. (1=Avvy, etc.)
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byte _count; // Counts before changing step.
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Direction _facingDir;
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byte _stepNum;
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int16 _x, _y; // Current xy coords.
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int8 _moveX, _moveY; // Amount to move sprite by, each step.
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bool _quick, _visible, _homing, _doCheck;
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int16 _homingX, _homingY; // Homing x & y coords.
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byte _speedX, _speedY;
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bool _vanishIfStill;
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bool _callEachStepFl;
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byte _eachStepProc;
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AnimationType(Animation *anim);
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void init(byte spritenum, bool doCheck);
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void reset();
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void draw();
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void turn(Direction whichway);
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void appear(int16 wx, int16 wy, Direction wf);
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void bounce();
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void walk();
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void walkTo(byte pednum);
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void stopHoming();
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void setSpeed(int8 xx, int8 yy);
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void stopWalk();
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void chatter();
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void remove();
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private:
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Animation *_anim;
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int16 _oldX[2], _oldY[2]; // Last xy coords.
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Color _fgBubbleCol, _bgBubbleCol; // Foreground & background bubble colors.
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bool checkCollision();
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int8 getSign(int16 val);
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void homeStep();
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};
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class Animation {
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public:
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friend class AnimationType;
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static const byte kSpriteNumbMax = 5; // current max no. of sprites
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enum Proc {
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kProcNone = 0,
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kProcFollowAvvyY,
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kProcBackAndForth,
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kProcFaceAvvy,
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kProcArrow,
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kProcGrabAvvy,
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kProcFollowAvvy
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};
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AnimationType *_sprites[kSpriteNumbMax];
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Animation(AvalancheEngine *vm);
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~Animation();
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void animLink();
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void resetAnims();
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void callSpecial(uint16 which);
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void catacombMove(byte ped);
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void stopWalking();
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void setMoveSpeed(byte t, Direction dir);
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void appearPed(byte sprNum, byte pedNum);
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bool inField(byte which);
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bool nearDoor();
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void updateSpeed();
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void handleMoveKey(const Common::Event &event);
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void hideInCupboard();
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// These 2 functions are responsible for playing the thunder animation when the player swears too much.
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void drawLightning(int16 x1, int16 y1, int16 x2, int16 y2);
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void thunder();
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void wobble();
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void setDirection(Direction dir);
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void setOldDirection(Direction dir);
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Direction getDirection();
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Direction getOldDirection();
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void setAvvyClothes(int id);
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int getAvvyClothes();
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void resetVariables();
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void synchronize(Common::Serializer &sz);
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private:
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Direction _direction; // The direction Avvy is currently facing.
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Direction _oldDirection;
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static const int32 kCatacombMap[8][8];
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bool _arrowTriggered; // And has the arrow been triggered?
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bool _mustExclaim;
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byte _geidaSpin, _geidaTime; // For the making "Geida dizzy" joke.
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uint16 _sayWhat;
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AvalancheEngine *_vm;
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byte checkFeet(int16 x1, int16 x2, int16 oy, int16 y, byte yl);
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byte geidaPed(byte ped);
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void dawnDelay();
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void grabAvvy(byte tripnum);
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void arrowProcs(byte tripnum);
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// Different movements for NPCs:
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void followAvalotY(byte tripnum);
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void backAndForth(byte tripnum);
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void faceAvvy(byte tripnum);
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// Movements for Homing NPCs: Spludwick and Geida.
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void spin(Direction dir, byte &tripnum);
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void takeAStep(byte &tripnum);
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void follow(byte tripnum);
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void drawSprites();
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};
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} // End of namespace Avalanche.
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#endif // AVALANCHE_ANIMATION_H
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