scummvm/engines/avalanche/animation.h
2013-09-15 10:51:24 +02:00

163 lines
5.2 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
#include "avalanche/graphics.h"
#include "common/scummsys.h"
#include "common/str.h"
namespace Avalanche {
class AvalancheEngine;
class Animation;
struct StatType {
Common::String _name; // Name of character.
Common::String _comment; // Comment.
byte _frameNum; // Number of pictures.
byte _seq; // How many in one stride.
byte _fgBubbleCol, _bgBubbleCol; // Foreground & background bubble colors.
byte _acciNum; // The number according to Acci. (1=Avvy, etc.)
};
class AnimationType {
public:
SpriteInfo _info;
StatType _stat; // Vital statistics.
byte _facingDir, _stepNum;
int16 _x, _y; // Current xy coords.
int16 _oldX[2], _oldY[2]; // Last xy coords.
int8 _moveX, _moveY; // Amount to move sprite by, each step.
byte _id;
bool _quick, _visible, _homing, _doCheck;
int16 _homingX, _homingY; // Homing x & y coords.
byte _count; // Counts before changing step.
byte _speedX, _speedY; // x & y speed.
byte _animCount; // Total number of sprites.
bool _vanishIfStill; // Do we show this sprite if it's still?
bool _callEachStepFl; // Do we call the eachstep procedure?
byte _eachStepProc;
void init(byte spritenum, bool doCheck, Animation *anim); // Loads & sets up the sprite.
void original(); // Just sets 'quick' to false.
void draw(); // Drops sprite onto screen. Original: andexor().
void turn(byte whichway); // Turns character round.
void appear(int16 wx, int16 wy, byte wf); // Switches it 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 setSpeed(int8 xx, int8 yy); // Sets ix & iy, non-homing, etc.
void stopWalk(); // Stops the sprite from moving.
void chatter(); // Sets up talk vars.
void remove();
private:
Animation *_anim;
bool checkCollision();
int8 getSign(int16 val);
};
class Animation {
public:
friend class AnimationType;
enum Direction {
kDirUp, kDirRight, kDirDown, kDirLeft,
kDirUpRight, kDirDownRight, kDirDownLeft, kDirUpLeft,
kDirStopped
};
static const byte kSpriteNumbMax = 5; // current max no. of sprites
enum Proc {
kProcFollowAvvyY = 1,
kProcBackAndForth,
kProcFaceAvvy,
kProcArrow,
kProcSpludwick, // Unused
kProcGrabAvvy,
kProcGeida // Spludwick uses it as well for homing! TODO: Unify it with kProcSpludwick.
};
AnimationType _sprites[kSpriteNumbMax];
bool _mustExclaim;
uint16 _sayWhat;
byte _direction; // The direction Avvy is currently facing.
byte _oldDirection;
Animation(AvalancheEngine *vm);
~Animation();
void animLink();
void loadAnims(); // Original: loadtrip().
void callSpecial(uint16 which);
void openDoor(byte whither, byte ped, byte magicnum); // Handles slidey-open doors.
void catacombMove(byte ped); // When you enter a new position in the catacombs, this procedure should be called. It changes the 'also' codes so that they may match the picture on the screen.
void stopWalking();
void changeDirection(byte t, byte dir);
void appearPed(byte sprNum, byte pedNum);
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 updateSpeed();
void handleMoveKey(const Common::Event &event); // To replace tripkey().
private:
AvalancheEngine *_vm;
byte checkFeet(int16 x1, int16 x2, int16 oy, int16 y, byte yl);
byte geidaPed(byte which);
void dawnDelay();
void grabAvvy(byte tripnum);
void arrowProcs(byte tripnum);
void hideInCupboard();
// Different movements for NPCs:
void followAvalotY(byte tripnum); // Original: follow_avvy_y().
void backAndForth(byte tripnum);
void faceAvvy(byte tripnum);
// Movements for Homing NPCs: Spludwick and Geida.
void spin(byte whichway, byte &tripnum);
void takeAStep(byte &tripnum);
void geidaProcs(byte tripnum);
void drawSprites(); // Original: call_andexors().
};
} // End of namespace Avalanche.
#endif // AVALANCHE_ANIMATION_H