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163 lines
5.2 KiB
C++
163 lines
5.2 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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* 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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* 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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#include "avalanche/graphics.h"
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#include "common/scummsys.h"
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#include "common/str.h"
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namespace Avalanche {
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class AvalancheEngine;
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class Animation;
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struct StatType {
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Common::String _name; // Name of character.
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Common::String _comment; // Comment.
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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 _fgBubbleCol, _bgBubbleCol; // Foreground & background bubble colors.
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byte _acciNum; // The number according to Acci. (1=Avvy, etc.)
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};
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class AnimationType {
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public:
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SpriteInfo _info;
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StatType _stat; // Vital statistics.
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byte _facingDir, _stepNum;
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int16 _x, _y; // Current xy coords.
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int16 _oldX[2], _oldY[2]; // Last xy coords.
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int8 _moveX, _moveY; // Amount to move sprite by, each step.
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byte _id;
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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 _count; // Counts before changing step.
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byte _speedX, _speedY; // x & y speed.
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byte _animCount; // Total number of sprites.
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bool _vanishIfStill; // Do we show this sprite if it's still?
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bool _callEachStepFl; // Do we call the eachstep procedure?
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byte _eachStepProc;
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void init(byte spritenum, bool doCheck, Animation *anim); // Loads & sets up the sprite.
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void original(); // Just sets 'quick' to false.
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void draw(); // Drops sprite onto screen. Original: andexor().
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void turn(byte whichway); // Turns character round.
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void appear(int16 wx, int16 wy, byte wf); // Switches it on.
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void bounce(); // Bounces off walls.
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void walk(); // Prepares for andexor, etc.
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void walkTo(byte pednum); // Home in on a point.
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void stopHoming(); // Self-explanatory.
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void homeStep(); // Calculates ix & iy for one homing step.
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void setSpeed(int8 xx, int8 yy); // Sets ix & iy, non-homing, etc.
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void stopWalk(); // Stops the sprite from moving.
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void chatter(); // Sets up talk vars.
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void remove();
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private:
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Animation *_anim;
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bool checkCollision();
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int8 getSign(int16 val);
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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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enum Direction {
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kDirUp, kDirRight, kDirDown, kDirLeft,
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kDirUpRight, kDirDownRight, kDirDownLeft, kDirUpLeft,
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kDirStopped
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};
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static const byte kSpriteNumbMax = 5; // current max no. of sprites
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enum Proc {
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kProcFollowAvvyY = 1,
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kProcBackAndForth,
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kProcFaceAvvy,
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kProcArrow,
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kProcSpludwick, // Unused
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kProcGrabAvvy,
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kProcGeida // Spludwick uses it as well for homing! TODO: Unify it with kProcSpludwick.
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};
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AnimationType _sprites[kSpriteNumbMax];
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bool _mustExclaim;
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uint16 _sayWhat;
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byte _direction; // The direction Avvy is currently facing.
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byte _oldDirection;
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Animation(AvalancheEngine *vm);
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~Animation();
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void animLink();
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void loadAnims(); // Original: loadtrip().
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void callSpecial(uint16 which);
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void openDoor(byte whither, byte ped, byte magicnum); // Handles slidey-open doors.
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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.
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void stopWalking();
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void changeDirection(byte t, byte dir);
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void appearPed(byte sprNum, byte pedNum);
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void flipRoom(byte room, byte ped);
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bool inField(byte which); // Returns true if you're within field "which".
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bool nearDoor(); // Returns True if you're near a door.
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void updateSpeed();
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void handleMoveKey(const Common::Event &event); // To replace tripkey().
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private:
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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 which);
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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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void hideInCupboard();
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// Different movements for NPCs:
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void followAvalotY(byte tripnum); // Original: follow_avvy_y().
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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(byte whichway, byte &tripnum);
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void takeAStep(byte &tripnum);
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void geidaProcs(byte tripnum);
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void drawSprites(); // Original: call_andexors().
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};
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} // End of namespace Avalanche.
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#endif // AVALANCHE_ANIMATION_H
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