mirror of
https://github.com/libretro/scummvm.git
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1582 lines
41 KiB
C++
1582 lines
41 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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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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/* TRIP5 Trippancy V - the sprite animation subsystem */
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#include "common/system.h"
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#include "avalanche/avalanche.h"
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#include "avalanche/animation.h"
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namespace Avalanche {
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// Art gallery at 2,1; notice about this at 2,2.
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const int32 Animation::kCatacombMap[8][8] = {
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// Geida's room
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// 1 2 3 4 5 6 7 8
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{0x204, 0x200, 0xd0f0, 0xf0ff, 0xff, 0xd20f, 0xd200, 0x200},
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{0x50f1, 0x20ff, 0x2ff, 0xff, 0xe0ff, 0x20ff, 0x200f, 0x7210},
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{0xe3f0, 0xe10f, 0x72f0, 0xff, 0xe0ff, 0xff, 0xff, 0x800f},
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{0x2201, 0x2030, 0x800f, 0x220, 0x20f, 0x30, 0xff, 0x23f}, // >> Oubliette
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{0x5024, 0xf3, 0xff, 0x200f, 0x22f0, 0x20f, 0x200, 0x7260},
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{0xf0, 0x2ff, 0xe2ff, 0xff, 0x200f, 0x50f0, 0x72ff, 0x201f},
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{0xf6, 0x220f, 0x22f0, 0x30f, 0xf0, 0x20f, 0x8200, 0x2f0}, // <<< In here
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{0x34, 0x200f, 0x51f0, 0x201f, 0xf1, 0x50ff, 0x902f, 0x2062}
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};
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AnimationType::AnimationType(Animation *anim) {
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_anim = anim;
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_xLength = 0;
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_yLength = 0;
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for (int i = 0; i < 24; i++) {
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_mani[i] = nullptr;
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_sil[i] = nullptr;
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}
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_frameNum = 0;
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_seq = 0;
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_characterId = 0;
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_count = 0;
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_facingDir = kDirNone;
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_stepNum = 0;
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_x = 0;
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_y = 0;
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_moveX = 0;
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_moveY = 0;
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_quick = false;
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_visible = false;
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_homing = false;
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_doCheck = false;
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_homingX = 0;
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_homingY = 0;
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_speedX = 0;
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_speedY = 0;
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_vanishIfStill = false;
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_callEachStepFl = false;
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_eachStepProc = Animation::kProcNone;
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_fgBubbleCol = kColorWhite;
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_bgBubbleCol = kColorBlack;
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_id = 177;
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_oldX[0] = _oldX[1] = 0;
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_oldY[0] = _oldY[1] = 0;
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}
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/**
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* Loads & sets up the sprite.
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*/
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void AnimationType::init(byte spritenum, bool doCheck) {
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const int32 idshould = -1317732048;
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if (spritenum == 177)
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return; // Already running!
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Common::File inf;
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Common::Path filename(Common::String::format("sprite%d.avd", spritenum));
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if (!inf.open(filename))
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error("AVALANCHE: Trip: File not found: %s", filename.toString(Common::Path::kNativeSeparator).c_str());
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inf.seek(177);
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int32 id = inf.readSint32LE();
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if (id != idshould) {
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inf.close();
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return;
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}
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// Replace variable named 'soa' in the original code.
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inf.skip(2);
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// Skip real name Size (1 byte) then fixed sized zone containing name (12 bytes)
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inf.skip(1 + 12);
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// Skip real comment size (1 byte) then fixed sized zone containing comment (16 bytes)
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inf.skip(1 + 16);
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_frameNum = inf.readByte();
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_xLength = inf.readByte();
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_yLength = inf.readByte();
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_seq = inf.readByte();
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uint16 size = inf.readUint16LE();
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assert (size > 6);
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_fgBubbleCol = (Color)inf.readByte();
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_bgBubbleCol = (Color)inf.readByte();
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_characterId = inf.readByte();
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byte xWidth = _xLength / 8;
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if ((_xLength % 8) > 0)
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xWidth++;
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for (int i = 0; i < _frameNum; i++) {
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_sil[i] = new SilType[11 * (_yLength + 1)];
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_mani[i] = new ManiType[size - 6];
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for (int j = 0; j <= _yLength; j++)
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inf.read((*_sil[i])[j], xWidth);
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inf.read(*_mani[i], size - 6);
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}
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_x = 0;
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_y = 0;
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_quick = true;
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_visible = false;
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_speedX = kWalk;
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_speedY = 1;
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_homing = false;
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_moveX = 0;
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_moveY = 0;
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_stepNum = 0;
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_doCheck = doCheck;
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_count = 0;
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_id = spritenum;
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_vanishIfStill = false;
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_callEachStepFl = false;
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inf.close();
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}
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/**
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* Just sets 'quick' to false.
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* @remarks Originally called 'original'
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*/
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void AnimationType::reset() {
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_quick = false;
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_id = 177;
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}
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/**
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* Drops sprite onto screen.
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* @remarks Originally called 'andexor'
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*/
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void AnimationType::draw() {
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if (_vanishIfStill && (_moveX == 0) && (_moveY == 0))
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return;
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byte picnum = _facingDir * _seq + _stepNum;
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_anim->_vm->_graphics->drawSprite(this, picnum, _x, _y);
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}
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/**
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* Turns character round.
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*/
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void AnimationType::turn(Direction whichway) {
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if (whichway == 8)
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_facingDir = kDirUp;
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else
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_facingDir = whichway;
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}
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/**
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* Switches it on.
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*/
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void AnimationType::appear(int16 wx, int16 wy, Direction wf) {
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_x = (wx / 8) * 8;
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_y = wy;
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_oldX[_anim->_vm->_cp] = wx;
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_oldY[_anim->_vm->_cp] = wy;
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turn(wf);
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_visible = true;
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_moveX = 0;
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_moveY = 0;
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}
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/**
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* Check collision
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* @remarks Originally called 'collision_check'
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*/
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bool AnimationType::checkCollision() {
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for (int i = 0; i < _anim->kSpriteNumbMax; i++) {
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AnimationType *spr = _anim->_sprites[i];
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if (spr->_quick && (spr->_id != _id) && (_x + _xLength > spr->_x) && (_x < spr->_x + spr->_xLength) && (spr->_y == _y))
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return true;
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}
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return false;
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}
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/**
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* Prepares for draw(), etc.
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*/
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void AnimationType::walk() {
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if (!_anim->_vm->_doingSpriteRun) {
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_oldX[_anim->_vm->_cp] = _x;
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_oldY[_anim->_vm->_cp] = _y;
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if (_homing)
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homeStep();
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_x += _moveX;
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_y += _moveY;
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}
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if (_doCheck) {
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if (checkCollision()) {
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bounce();
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return;
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}
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byte magicColor = _anim->checkFeet(_x, _x + _xLength, _oldY[_anim->_vm->_cp], _y, _yLength) - 1;
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// -1 is because the modified array indexes of magics[] compared to Pascal .
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if ((magicColor != 255) & !_anim->_vm->_doingSpriteRun) {
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MagicType *magic = &_anim->_vm->_magics[magicColor];
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switch (magic->_operation) {
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case kMagicExclaim:
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bounce();
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_anim->_mustExclaim = true;
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_anim->_sayWhat = magic->_data;
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break;
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case kMagicBounce:
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bounce();
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break;
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case kMagicTransport:
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_anim->_vm->flipRoom((Room)(magic->_data >> 8), magic->_data & 0xff);
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break;
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case kMagicUnfinished: {
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bounce();
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Common::String tmpStr = Common::String::format("%c%cSorry.%cThis place is not available yet!",
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kControlBell, kControlCenter, kControlRoman);
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_anim->_vm->_dialogs->displayText(tmpStr);
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}
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break;
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case kMagicSpecial:
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_anim->callSpecial(magic->_data);
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break;
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case kMagicOpenDoor:
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_anim->_vm->openDoor((Room)(magic->_data >> 8), magic->_data & 0xff, magicColor);
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break;
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case kMagicNothing:
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default:
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break;
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}
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}
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}
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if (!_anim->_vm->_doingSpriteRun) {
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_count++;
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if (((_moveX != 0) || (_moveY != 0)) && (_count > 1)) {
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_stepNum++;
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if (_stepNum == _seq)
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_stepNum = 0;
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_count = 0;
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}
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}
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}
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/**
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* Bounces off walls
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*/
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void AnimationType::bounce() {
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_x = _oldX[_anim->_vm->_cp];
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_y = _oldY[_anim->_vm->_cp];
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if (_doCheck)
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_anim->stopWalking();
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else
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stopWalk();
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_anim->_vm->drawDirection();
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}
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int8 AnimationType::getSign(int16 val) {
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if (val > 0)
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return 1;
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else if (val < 0)
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return -1;
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else
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return 0;
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}
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/**
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* Home in on a point.
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*/
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void AnimationType::walkTo(byte pedNum) {
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PedType *curPed = &_anim->_vm->_peds[pedNum];
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setSpeed(getSign(curPed->_x - _x) * 4, getSign(curPed->_y - _y));
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_homingX = curPed->_x - _xLength / 2;
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_homingY = curPed->_y - _yLength;
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_homing = true;
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}
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void AnimationType::stopHoming() {
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_homing = false;
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}
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/**
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* Calculates ix & iy for one homing step.
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*/
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void AnimationType::homeStep() {
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int16 temp;
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if ((_homingX == _x) && (_homingY == _y)) {
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// touching the target
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stopWalk();
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return;
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}
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_moveX = 0;
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_moveY = 0;
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if (_homingY != _y) {
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temp = _homingY - _y;
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if (temp > 4)
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_moveY = 4;
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else if (temp < -4)
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_moveY = -4;
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else
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_moveY = temp;
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}
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if (_homingX != _x) {
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temp = _homingX - _x;
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if (temp > 4)
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_moveX = 4;
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else if (temp < -4)
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_moveX = -4;
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else
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_moveX = temp;
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}
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}
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/**
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* Sets ix & iy, non-homing, etc.
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*/
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void AnimationType::setSpeed(int8 xx, int8 yy) {
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_moveX = xx;
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_moveY = yy;
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if ((_moveX == 0) && (_moveY == 0))
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return; // no movement
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if (_moveX == 0) {
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// No horz movement
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if (_moveY < 0)
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turn(kDirUp);
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else
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turn(kDirDown);
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} else {
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if (_moveX < 0)
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turn(kDirLeft);
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else
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turn(kDirRight);
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}
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}
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/**
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* Stops the sprite from moving.
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*/
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void AnimationType::stopWalk() {
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_moveX = 0;
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_moveY = 0;
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_homing = false;
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}
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/**
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* Sets up talk vars.
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*/
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void AnimationType::chatter() {
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_anim->_vm->_dialogs->setTalkPos(_x + _xLength / 2, _y);
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_anim->_vm->_graphics->setDialogColor(_bgBubbleCol, _fgBubbleCol);
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}
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void AnimationType::remove() {
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for (int i = 0; i < _frameNum; i++) {
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delete[] _mani[i];
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delete[] _sil[i];
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}
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_quick = false;
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_id = 177;
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}
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Animation::Animation(AvalancheEngine *vm) {
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_vm = vm;
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_mustExclaim = false;
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for (int16 i = 0; i < kSpriteNumbMax; i++) {
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_sprites[i] = new AnimationType(this);
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}
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_direction = kDirNone;
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_oldDirection = kDirNone;
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_arrowTriggered = false;
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_geidaSpin = 0;
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_geidaTime = 0;
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_sayWhat = 0;
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}
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Animation::~Animation() {
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for (int16 i = 0; i < kSpriteNumbMax; i++) {
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AnimationType *curSpr = _sprites[i];
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if (curSpr->_quick)
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curSpr->remove();
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delete(curSpr);
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}
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}
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/**
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* Resets Animation variables.
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* @remarks Originally called 'loadtrip'
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*/
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void Animation::resetAnims() {
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setDirection(kDirStopped);
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for (int16 i = 0; i < kSpriteNumbMax; i++)
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_sprites[i]->reset();
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}
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byte Animation::checkFeet(int16 x1, int16 x2, int16 oy, int16 y, byte yl) {
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if (!_vm->_alive)
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return 0;
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if (x1 < 0)
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x1 = 0;
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if (x2 > 639)
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x2 = 639;
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int16 minY = MIN(oy, y) + yl;
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int16 maxY = MAX(oy, y) + yl;
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return _vm->_graphics->getAlsoColor(x1, minY, x2, maxY);
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}
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byte Animation::geidaPed(byte ped) {
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switch (ped) {
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case 1:
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return 6;
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case 2:
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case 6:
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return 7;
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case 3:
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case 5:
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return 8;
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case 4:
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return 9;
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default:
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error("geidaPed(): Unhandled ped value %d", ped);
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}
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}
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/**
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* When you enter a new position in the catacombs, this procedure should be
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* called. It changes the 'also' codes so that they may match the picture
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* on the screen.
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*/
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void Animation::catacombMove(byte ped) {
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// XY_uint16 is _catacombX+_catacombY*256. Thus, every room in the
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// catacombs has a different number for it.
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uint16 xy = _vm->_catacombX + _vm->_catacombY * 256;
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_geidaSpin = 0;
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switch (xy) {
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case 1801: // Exit catacombs
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_vm->flipRoom(kRoomLustiesRoom, 4);
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_vm->_dialogs->displayText("Phew! Nice to be out of there!");
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return;
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case 1033:{ // Oubliette
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_vm->flipRoom(kRoomOubliette, 1);
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Common::String tmpStr = Common::String::format("Oh, NO!%c1%c", kControlRegister, kControlSpeechBubble);
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_vm->_dialogs->displayText(tmpStr);
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}
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return;
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case 4:
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_vm->flipRoom(kRoomGeidas, 1);
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return;
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case 2307:
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_vm->flipRoom(kRoomLusties, 5);
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_vm->_dialogs->displayText("Oh no... here we go again...");
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_vm->_userMovesAvvy = false;
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_sprites[0]->_moveY = 1;
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_sprites[0]->_moveX = 0;
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return;
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default:
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break;
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}
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if (!_vm->_enterCatacombsFromLustiesRoom)
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_vm->loadRoom(29);
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int32 here = kCatacombMap[_vm->_catacombY - 1][_vm->_catacombX - 1];
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switch (here & 0xf) { // West.
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case 0: // no connection (wall)
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_vm->_magics[1]._operation = kMagicBounce; // Sloping wall.
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_vm->_magics[2]._operation = kMagicNothing; // Straight wall.
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_vm->_portals[4]._operation = kMagicNothing; // Door.
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_vm->_background->draw(-1, -1, 27);
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break;
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case 0x1: // no connection (wall + shield),
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_vm->_magics[1]._operation = kMagicBounce; // Sloping wall.
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_vm->_magics[2]._operation = kMagicNothing; // Straight wall.
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_vm->_portals[4]._operation = kMagicNothing; // Door.
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_vm->_background->draw(-1, -1, 27); // Wall, plus...
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_vm->_background->draw(-1, -1, 28); // ...shield.
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break;
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case 0x2: // wall with door
|
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_vm->_magics[1]._operation = kMagicBounce; // Sloping wall.
|
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_vm->_magics[2]._operation = kMagicNothing; // Straight wall.
|
|
_vm->_portals[4]._operation = kMagicSpecial; // Door.
|
|
_vm->_background->draw(-1, -1, 27); // Wall, plus...
|
|
_vm->_background->draw(-1, -1, 29); // ...door.
|
|
break;
|
|
case 0x3: // wall with door and shield
|
|
_vm->_magics[1]._operation = kMagicBounce; // Sloping wall.
|
|
_vm->_magics[2]._operation = kMagicNothing; // Straight wall.
|
|
_vm->_portals[4]._operation = kMagicSpecial; // Door.
|
|
_vm->_background->draw(-1, -1, 27); // Wall, plus...
|
|
_vm->_background->draw(-1, -1, 29); // ...door, and...
|
|
_vm->_background->draw(-1, -1, 28); // ...shield.
|
|
break;
|
|
case 0x4: // no connection (wall + window),
|
|
_vm->_magics[1]._operation = kMagicBounce; // Sloping wall.
|
|
_vm->_magics[2]._operation = kMagicNothing; // Straight wall.
|
|
_vm->_portals[4]._operation = kMagicNothing; // Door.
|
|
_vm->_background->draw(-1, -1, 27); // Wall, plus...
|
|
_vm->_background->draw(-1, -1, 4); // ...window.
|
|
break;
|
|
case 0x5: // wall with door and window
|
|
_vm->_magics[1]._operation = kMagicBounce; // Sloping wall.
|
|
_vm->_magics[2]._operation = kMagicNothing; // Straight wall.
|
|
_vm->_portals[4]._operation = kMagicSpecial; // Door.
|
|
_vm->_background->draw(-1, -1, 27); // Wall, plus...
|
|
_vm->_background->draw(-1, -1, 29); // ...door, and...
|
|
_vm->_background->draw(-1, -1, 4); // ...window.
|
|
break;
|
|
case 0x6: // no connection (wall + torches),
|
|
_vm->_magics[1]._operation = kMagicBounce; // Sloping wall.
|
|
_vm->_magics[2]._operation = kMagicNothing; // Straight wall.
|
|
_vm->_portals[4]._operation = kMagicNothing; // No door.
|
|
_vm->_background->draw(-1, -1, 27); // Wall, plus...
|
|
_vm->_background->draw(-1, -1, 6); // ...torches.
|
|
break;
|
|
case 0x7: // wall with door and torches
|
|
_vm->_magics[1]._operation = kMagicBounce; // Sloping wall.
|
|
_vm->_magics[2]._operation = kMagicNothing; // Straight wall.
|
|
_vm->_portals[4]._operation = kMagicSpecial; // Door.
|
|
_vm->_background->draw(-1, -1, 27); // Wall, plus...
|
|
_vm->_background->draw(-1, -1, 29); // ...door, and...
|
|
_vm->_background->draw(-1, -1, 6); // ...torches.
|
|
break;
|
|
case 0xf: // straight-through corridor.
|
|
_vm->_magics[1]._operation = kMagicNothing; // Sloping wall.
|
|
_vm->_magics[2]._operation = kMagicSpecial; // Straight wall.
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
/* ---- */
|
|
|
|
switch ((here & 0xf0) >> 4) { // East
|
|
case 0: // no connection (wall)
|
|
_vm->_magics[4]._operation = kMagicBounce; // Sloping wall.
|
|
_vm->_magics[5]._operation = kMagicNothing; // Straight wall.
|
|
_vm->_portals[6]._operation = kMagicNothing; // Door.
|
|
_vm->_background->draw(-1, -1, 18);
|
|
break;
|
|
case 0x1: // no connection (wall + window),
|
|
_vm->_magics[4]._operation = kMagicBounce; // Sloping wall.
|
|
_vm->_magics[5]._operation = kMagicNothing; // Straight wall.
|
|
_vm->_portals[6]._operation = kMagicNothing; // Door.
|
|
_vm->_background->draw(-1, -1, 18); // Wall, plus...
|
|
_vm->_background->draw(-1, -1, 19); // ...window.
|
|
break;
|
|
case 0x2: // wall with door
|
|
_vm->_magics[4]._operation = kMagicBounce; // Sloping wall.
|
|
_vm->_magics[5]._operation = kMagicNothing; // Straight wall.
|
|
_vm->_portals[6]._operation = kMagicSpecial; // Door.
|
|
_vm->_background->draw(-1, -1, 18); // Wall, plus...
|
|
_vm->_background->draw(-1, -1, 20); // ...door.
|
|
break;
|
|
case 0x3: // wall with door and window
|
|
_vm->_magics[4]._operation = kMagicBounce; // Sloping wall.
|
|
_vm->_magics[5]._operation = kMagicNothing; // Straight wall.
|
|
_vm->_portals[6]._operation = kMagicSpecial; // Door.
|
|
_vm->_background->draw(-1, -1, 18); // Wall, plus...
|
|
_vm->_background->draw(-1, -1, 19); // ...door, and...
|
|
_vm->_background->draw(-1, -1, 20); // ...window.
|
|
break;
|
|
case 0x6: // no connection (wall + torches),
|
|
_vm->_magics[4]._operation = kMagicBounce; // Sloping wall.
|
|
_vm->_magics[5]._operation = kMagicNothing; // Straight wall.
|
|
_vm->_portals[6]._operation = kMagicNothing; // No door.
|
|
_vm->_background->draw(-1, -1, 18); // Wall, plus...
|
|
_vm->_background->draw(-1, -1, 17); // ...torches.
|
|
break;
|
|
case 0x7: // wall with door and torches
|
|
_vm->_magics[4]._operation = kMagicBounce; // Sloping wall.
|
|
_vm->_magics[5]._operation = kMagicNothing; // Straight wall.
|
|
_vm->_portals[6]._operation = kMagicSpecial; // Door.
|
|
_vm->_background->draw(-1, -1, 18); // Wall, plus...
|
|
_vm->_background->draw(-1, -1, 20); // ...door, and...
|
|
_vm->_background->draw(-1, -1, 17); // ...torches.
|
|
break;
|
|
case 0xf: // straight-through corridor.
|
|
_vm->_magics[4]._operation = kMagicNothing; // Sloping wall.
|
|
_vm->_magics[5]._operation = kMagicSpecial; // Straight wall.
|
|
_vm->_portals[6]._operation = kMagicNothing; // Door.
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
switch ((here & 0xf00) >> 8) { // South
|
|
case 0: // No connection.
|
|
_vm->_magics[6]._operation = kMagicBounce;
|
|
_vm->_magics[11]._operation = kMagicBounce;
|
|
_vm->_magics[12]._operation = kMagicBounce;
|
|
break;
|
|
case 0x1:
|
|
_vm->_background->draw(-1, -1, 21);
|
|
|
|
if ((xy == 2051) && _vm->_geidaFollows)
|
|
_vm->_magics[12]._operation = kMagicExclaim;
|
|
else
|
|
_vm->_magics[12]._operation = kMagicSpecial; // Right exit south.
|
|
|
|
_vm->_magics[6]._operation = kMagicBounce;
|
|
_vm->_magics[11]._operation = kMagicBounce;
|
|
break;
|
|
case 0x2:
|
|
_vm->_background->draw(-1, -1, 22);
|
|
_vm->_magics[6]._operation = kMagicSpecial; // Middle exit south.
|
|
_vm->_magics[11]._operation = kMagicBounce;
|
|
_vm->_magics[12]._operation = kMagicBounce;
|
|
break;
|
|
case 0x3:
|
|
_vm->_background->draw(-1, -1, 23);
|
|
_vm->_magics[11]._operation = kMagicSpecial; // Left exit south.
|
|
_vm->_magics[6]._operation = kMagicBounce;
|
|
_vm->_magics[12]._operation = kMagicBounce;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
switch ((here & 0xf000) >> 12) { // North
|
|
case 0: // No connection
|
|
_vm->_magics[0]._operation = kMagicBounce;
|
|
_vm->_portals[3]._operation = kMagicNothing; // Door.
|
|
break;
|
|
// LEFT handles:
|
|
#if 0
|
|
case 0x1:
|
|
_vm->_celer->show_one(-1, -1, 4);
|
|
_vm->magics[1].op = _vm->bounces; // { Left exit north. } { Change magic number! }
|
|
_vm->portals[12].op = _vm->special; // { Door. }
|
|
break;
|
|
#endif
|
|
case 0x2:
|
|
_vm->_background->draw(-1, -1, 3);
|
|
_vm->_magics[0]._operation = kMagicBounce; // Middle exit north.
|
|
_vm->_portals[3]._operation = kMagicSpecial; // Door.
|
|
break;
|
|
#if 0
|
|
case 0x3:
|
|
_vm->_celer->show_one(-1, -1, 4);
|
|
_vm->magics[1].op = _vm->bounces; // { Right exit north. } { Change magic number! }
|
|
_vm->portals[12].op = _vm->special; // { Door. }
|
|
break;
|
|
// RIGHT handles:
|
|
case 0x4:
|
|
_vm->_celer->show_one(-1, -1, 3);
|
|
_vm->magics[1].op = _vm->bounces; // { Left exit north. } { Change magic number! }
|
|
_vm->portals[12].op = _vm->special; // { Door. }
|
|
break;
|
|
#endif
|
|
case 0x5:
|
|
_vm->_background->draw(-1, -1, 2);
|
|
_vm->_magics[0]._operation = kMagicBounce; // Middle exit north.
|
|
_vm->_portals[3]._operation = kMagicSpecial; // Door.
|
|
break;
|
|
#if 0
|
|
case 0x6:
|
|
_vm->_celer->show_one(-1, -1, 3);
|
|
_vm->magics[1].op = _vm->bounces; // { Right exit north. }
|
|
_vm->portals[12].op = _vm->special; // { Door. }
|
|
break;
|
|
#endif
|
|
// ARCHWAYS:
|
|
case 0x7:
|
|
case 0x8:
|
|
case 0x9:
|
|
_vm->_background->draw(-1, -1, 5);
|
|
|
|
if (((here & 0xf000) >> 12) > 0x7)
|
|
_vm->_background->draw(-1, -1, 30);
|
|
if (((here & 0xf000) >> 12) == 0x9)
|
|
_vm->_background->draw(-1, -1, 31);
|
|
|
|
_vm->_magics[0]._operation = kMagicSpecial; // Middle arch north.
|
|
_vm->_portals[3]._operation = kMagicNothing; // Door.
|
|
break;
|
|
// DECORATIONS:
|
|
case 0xd: // No connection + WINDOW
|
|
_vm->_magics[0]._operation = kMagicBounce;
|
|
_vm->_portals[3]._operation = kMagicNothing; // Door.
|
|
_vm->_background->draw(-1, -1, 13);
|
|
break;
|
|
case 0xe: // No connection + TORCH
|
|
_vm->_magics[0]._operation = kMagicBounce;
|
|
_vm->_portals[3]._operation = kMagicNothing; // Door.
|
|
_vm->_background->draw(-1, -1, 7);
|
|
break;
|
|
// Recessed door:
|
|
case 0xf:
|
|
_vm->_magics[0]._operation = kMagicNothing; // Door to Geida's room.
|
|
_vm->_background->draw(-1, -1, 0);
|
|
_vm->_portals[3]._operation = kMagicSpecial; // Door.
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
switch (xy) {
|
|
case 514:
|
|
_vm->_background->draw(-1, -1, 16);
|
|
break; // [2,2] : "Art Gallery" sign over door.
|
|
case 264:
|
|
_vm->_background->draw(-1, -1, 8);
|
|
break; // [8,1] : "The Wrong Way!" sign.
|
|
case 1797:
|
|
_vm->_background->draw(-1, -1, 1);
|
|
break; // [5,7] : "Ite Mingite" sign.
|
|
case 258:
|
|
for (int i = 0; i <= 2; i++) { // [2,1] : Art gallery - pictures
|
|
_vm->_background->draw(130 + i * 120, 70, 14);
|
|
_vm->_background->draw(184 + i * 120, 78, 15);
|
|
}
|
|
break;
|
|
case 1287:
|
|
for (int i = 10; i <= 13; i++)
|
|
_vm->_background->draw(-1, -1, i - 1);
|
|
break; // [7,5] : 4 candles.
|
|
case 776:
|
|
_vm->_background->draw(-1, -1, 9);
|
|
break; // [8,3] : 1 candle.
|
|
case 2049:
|
|
_vm->_background->draw(-1, -1, 10);
|
|
break; // [1,8] : another candle.
|
|
case 257:
|
|
_vm->_background->draw(-1, -1, 11);
|
|
_vm->_background->draw(-1, -1, 12);
|
|
break; // [1,1] : the other two.
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (_vm->_geidaFollows && (ped > 0)) {
|
|
AnimationType *spr1 = _sprites[1];
|
|
|
|
if (!spr1->_quick) // If we don't already have her...
|
|
spr1->init(5, true); // ...Load Geida.
|
|
appearPed(1, geidaPed(ped));
|
|
spr1->_callEachStepFl = true;
|
|
spr1->_eachStepProc = kProcFollowAvvy;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* This proc gets called whenever you touch a line defined as _vm->special.
|
|
*/
|
|
void Animation::dawnDelay() {
|
|
_vm->_timer->addTimer(2, Timer::kProcDawnDelay, Timer::kReasonDawndelay);
|
|
}
|
|
|
|
void Animation::callSpecial(uint16 which) {
|
|
switch (which) {
|
|
case 1: // _vm->special 1: Room 22: top of stairs.
|
|
_vm->_background->draw(-1, -1, 0);
|
|
_vm->_brummieStairs = 1;
|
|
_vm->_magics[9]._operation = kMagicNothing;
|
|
_vm->_timer->addTimer(10, Timer::kProcStairs, Timer::kReasonBrummieStairs);
|
|
stopWalking();
|
|
_vm->_userMovesAvvy = false;
|
|
break;
|
|
case 2: // _vm->special 2: Room 22: bottom of stairs.
|
|
_vm->_brummieStairs = 3;
|
|
_vm->_magics[10]._operation = kMagicNothing;
|
|
_vm->_magics[11]._operation = kMagicExclaim;
|
|
_vm->_magics[11]._data = 5;
|
|
_vm->_magics[3]._operation = kMagicBounce; // Now works as planned!
|
|
stopWalking();
|
|
_vm->_dialogs->displayScrollChain('Q', 26);
|
|
_vm->_userMovesAvvy = true;
|
|
break;
|
|
case 3: // _vm->special 3: Room 71: triggers dart.
|
|
_sprites[0]->bounce(); // Must include that.
|
|
|
|
if (!_arrowTriggered) {
|
|
_arrowTriggered = true;
|
|
|
|
AnimationType *spr1 = _sprites[1];
|
|
appearPed(1, 3); // The dart starts at ped 4, and...
|
|
spr1->walkTo(4); // flies to ped 5 (- 1 for pascal to C conversion).
|
|
spr1->_facingDir = kDirUp; // Only face.
|
|
// Should call some kind of Eachstep procedure which will deallocate
|
|
// the sprite when it hits the wall, and replace it with the chunk
|
|
// graphic of the arrow buried in the plaster. */
|
|
|
|
// OK!
|
|
spr1->_callEachStepFl = true;
|
|
spr1->_eachStepProc = kProcArrow;
|
|
}
|
|
break;
|
|
case 4: // This is the ghost room link.
|
|
_sprites[0]->turn(kDirRight); // You'll see this after we get back.
|
|
_vm->_timer->addTimer(1, Timer::kProcGhostRoomPhew, Timer::kReasonGhostRoomPhew);
|
|
_vm->_ghostroom->run();
|
|
break;
|
|
case 5:
|
|
if (_vm->_friarWillTieYouUp) {
|
|
// _vm->special 5: Room 42: touched tree, and get tied up.
|
|
_vm->_magics[4]._operation = kMagicBounce; // Boundary effect is now working again.
|
|
_vm->_dialogs->displayScrollChain('Q', 35);
|
|
_sprites[0]->remove();
|
|
|
|
AnimationType *spr1 = _sprites[1];
|
|
_vm->_background->draw(-1, -1, 1);
|
|
_vm->_dialogs->displayScrollChain('Q', 36);
|
|
_vm->_tiedUp = true;
|
|
_vm->_friarWillTieYouUp = false;
|
|
spr1->walkTo(2);
|
|
spr1->_vanishIfStill = true;
|
|
spr1->_doCheck = true; // One of them must have Check_Me switched on.
|
|
_vm->setRoom(kPeopleFriarTuck, kRoomDummy); // Not here, then.
|
|
_vm->_timer->addTimer(364, Timer::kProcHangAround, Timer::kReasonHangingAround);
|
|
}
|
|
break;
|
|
case 6: {
|
|
// _vm->special 6: fall down oubliette.
|
|
AnimationType *avvy = _sprites[0];
|
|
_vm->_userMovesAvvy = false;
|
|
avvy->_moveX = 3;
|
|
avvy->_moveY = 0;
|
|
avvy->_facingDir = kDirRight;
|
|
_vm->_timer->addTimer(1, Timer::kProcFallDownOubliette, Timer::kReasonFallingDownOubliette);
|
|
}
|
|
break;
|
|
case 7: // _vm->special 7: stop falling down oubliette.
|
|
_sprites[0]->_visible = false;
|
|
_vm->_magics[9]._operation = kMagicNothing;
|
|
stopWalking();
|
|
_vm->_timer->loseTimer(Timer::kReasonFallingDownOubliette);
|
|
//_vm->mblit(12, 80, 38, 160, 3, 0);
|
|
//_vm->mblit(12, 80, 38, 160, 3, 1);
|
|
_vm->_dialogs->displayText("Oh dear, you seem to be down the bottom of an oubliette.");
|
|
_vm->_timer->addTimer(200, Timer::kProcMeetAvaroid, Timer::kReasonMeetingAvaroid);
|
|
break;
|
|
case 8: // _vm->special 8: leave du Lustie's room.
|
|
if (_vm->_geidaFollows && !_vm->_lustieIsAsleep) {
|
|
AnimationType *spr1 = _sprites[1];
|
|
_vm->_dialogs->displayScrollChain('Q', 63);
|
|
spr1->turn(kDirDown);
|
|
spr1->stopWalk();
|
|
spr1->_callEachStepFl = false; // Geida
|
|
_vm->gameOver();
|
|
}
|
|
break;
|
|
case 9: {
|
|
// _vm->special 9: lose Geida to Robin Hood...
|
|
if (!_vm->_geidaFollows)
|
|
return; // DOESN'T COUNT: no Geida.
|
|
AnimationType *spr1 = _sprites[1];
|
|
spr1->_callEachStepFl = false; // She no longer follows Avvy around.
|
|
spr1->walkTo(3); // She walks to somewhere...
|
|
_sprites[0]->remove(); // Lose Avvy.
|
|
_vm->_userMovesAvvy = false;
|
|
_vm->_timer->addTimer(40, Timer::kProcRobinHoodAndGeida, Timer::kReasonRobinHoodAndGeida);
|
|
}
|
|
break;
|
|
case 10: // _vm->special 10: transfer north in catacombs.
|
|
if ((_vm->_catacombX == 4) && (_vm->_catacombY == 1)) {
|
|
// Into Geida's room.
|
|
if (_vm->_objects[kObjectKey - 1])
|
|
_vm->_dialogs->displayScrollChain('Q', 62);
|
|
else {
|
|
_vm->_dialogs->displayScrollChain('Q', 61);
|
|
return;
|
|
}
|
|
}
|
|
_vm->fadeOut();
|
|
_vm->_catacombY--;
|
|
catacombMove(4);
|
|
if (_vm->_room != kRoomCatacombs)
|
|
return;
|
|
switch ((kCatacombMap[_vm->_catacombY - 1][_vm->_catacombX - 1] & 0xf00) >> 8) {
|
|
case 0x1:
|
|
appearPed(0, 11);
|
|
break;
|
|
case 0x3:
|
|
appearPed(0, 10);
|
|
break;
|
|
default:
|
|
appearPed(0, 3);
|
|
}
|
|
dawnDelay();
|
|
break;
|
|
case 11: // _vm->special 11: transfer east in catacombs.
|
|
_vm->fadeOut();
|
|
_vm->_catacombX++;
|
|
catacombMove(1);
|
|
if (_vm->_room != kRoomCatacombs)
|
|
return;
|
|
appearPed(0, 0);
|
|
dawnDelay();
|
|
break;
|
|
case 12: // _vm->special 12: transfer south in catacombs.
|
|
_vm->fadeOut();
|
|
_vm->_catacombY++;
|
|
catacombMove(2);
|
|
if (_vm->_room != kRoomCatacombs)
|
|
return;
|
|
appearPed(0, 1);
|
|
dawnDelay();
|
|
break;
|
|
case 13: // _vm->special 13: transfer west in catacombs.
|
|
_vm->fadeOut();
|
|
_vm->_catacombX--;
|
|
catacombMove(3);
|
|
if (_vm->_room != kRoomCatacombs)
|
|
return;
|
|
appearPed(0, 2);
|
|
dawnDelay();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Animation::updateSpeed() {
|
|
AnimationType *avvy = _sprites[0];
|
|
// Given that you've just changed the speed in _speedX, this adjusts _moveX.
|
|
avvy->_moveX = (avvy->_moveX / 3) * avvy->_speedX;
|
|
_vm->_graphics->drawSpeedBar(avvy->_speedX);
|
|
}
|
|
|
|
void Animation::setMoveSpeed(byte t, Direction dir) {
|
|
AnimationType *spr = _sprites[t];
|
|
switch (dir) {
|
|
case kDirUp:
|
|
spr->setSpeed(0, -spr->_speedY);
|
|
break;
|
|
case kDirDown:
|
|
spr->setSpeed(0, spr->_speedY);
|
|
break;
|
|
case kDirLeft:
|
|
spr->setSpeed(-spr->_speedX, 0);
|
|
break;
|
|
case kDirRight:
|
|
spr->setSpeed(spr->_speedX, 0);
|
|
break;
|
|
case kDirUpLeft:
|
|
spr->setSpeed(-spr->_speedX, -spr->_speedY);
|
|
break;
|
|
case kDirUpRight:
|
|
spr->setSpeed(spr->_speedX, -spr->_speedY);
|
|
break;
|
|
case kDirDownLeft:
|
|
spr->setSpeed(-spr->_speedX, spr->_speedY);
|
|
break;
|
|
case kDirDownRight:
|
|
spr->setSpeed(spr->_speedX, spr->_speedY);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Animation::appearPed(byte sprNum, byte pedNum) {
|
|
AnimationType *curSpr = _sprites[sprNum];
|
|
PedType *curPed = &_vm->_peds[pedNum];
|
|
curSpr->appear(curPed->_x - curSpr->_xLength / 2, curPed->_y - curSpr->_yLength, curPed->_direction);
|
|
setMoveSpeed(sprNum, curPed->_direction);
|
|
}
|
|
|
|
/**
|
|
* @remarks Originally called 'follow_avvy_y'
|
|
*/
|
|
void Animation::followAvalotY(byte tripnum) {
|
|
if (_sprites[0]->_facingDir == kDirLeft)
|
|
return;
|
|
|
|
AnimationType *tripSpr = _sprites[tripnum];
|
|
AnimationType *spr1 = _sprites[1];
|
|
|
|
if (tripSpr->_homing)
|
|
tripSpr->_homingY = spr1->_y;
|
|
else {
|
|
if (tripSpr->_y < spr1->_y)
|
|
tripSpr->_y++;
|
|
else if (tripSpr->_y > spr1->_y)
|
|
tripSpr->_y--;
|
|
else
|
|
return;
|
|
|
|
if (tripSpr->_moveX == 0) {
|
|
tripSpr->_stepNum++;
|
|
if (tripSpr->_stepNum == tripSpr->_seq)
|
|
tripSpr->_stepNum = 0;
|
|
tripSpr->_count = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Animation::backAndForth(byte tripnum) {
|
|
AnimationType *tripSpr = _sprites[tripnum];
|
|
|
|
if (!tripSpr->_homing) {
|
|
if (tripSpr->_facingDir == kDirRight)
|
|
tripSpr->walkTo(3);
|
|
else
|
|
tripSpr->walkTo(4);
|
|
}
|
|
}
|
|
|
|
void Animation::faceAvvy(byte tripnum) {
|
|
AnimationType *tripSpr = _sprites[tripnum];
|
|
|
|
if (!tripSpr->_homing) {
|
|
if (_sprites[0]->_x >= tripSpr->_x)
|
|
tripSpr->_facingDir = kDirRight;
|
|
else
|
|
tripSpr->_facingDir = kDirLeft;
|
|
}
|
|
}
|
|
|
|
void Animation::arrowProcs(byte tripnum) {
|
|
AnimationType *tripSpr = _sprites[tripnum];
|
|
AnimationType *avvy = _sprites[0];
|
|
|
|
if (tripSpr->_homing) {
|
|
// Arrow is still in flight.
|
|
// We must check whether or not the arrow has collided tr[tripnum] Avvy's head.
|
|
// This is so if: a) the bottom of the arrow is below Avvy's head,
|
|
// b) the left of the arrow is left of the right of Avvy's head, and
|
|
// c) the right of the arrow is right of the left of Avvy's head.
|
|
if ((tripSpr->_y + tripSpr->_yLength >= avvy->_y) // A
|
|
&& (tripSpr->_x <= avvy->_x + avvy->_xLength) // B
|
|
&& (tripSpr->_x + tripSpr->_xLength >= avvy->_x)) { // C
|
|
// OK, it's hit him... what now?
|
|
|
|
_sprites[1]->_callEachStepFl = false; // prevent recursion.
|
|
_vm->_dialogs->displayScrollChain('Q', 47); // Complaint!
|
|
tripSpr->remove(); // Deallocate the arrow.
|
|
|
|
_vm->gameOver();
|
|
|
|
_vm->_userMovesAvvy = false; // Stop the user from moving him.
|
|
_vm->_timer->addTimer(55, Timer::kProcNaughtyDuke, Timer::kReasonNaughtyDuke);
|
|
}
|
|
} else { // Arrow has hit the wall!
|
|
tripSpr->remove(); // Deallocate the arrow.
|
|
_vm->_background->draw(-1, -1, 2); // Show pic of arrow stuck into the door.
|
|
_vm->_arrowInTheDoor = true; // So that we can pick it up.
|
|
}
|
|
}
|
|
|
|
void Animation::grabAvvy(byte tripnum) { // For Friar Tuck, in Nottingham.
|
|
AnimationType *tripSpr = _sprites[tripnum];
|
|
AnimationType *avvy = _sprites[0];
|
|
|
|
int16 tox = avvy->_x + 17;
|
|
int16 toy = avvy->_y - 1;
|
|
if ((tripSpr->_x == tox) && (tripSpr->_y == toy)) {
|
|
tripSpr->_callEachStepFl = false;
|
|
tripSpr->_facingDir = kDirLeft;
|
|
tripSpr->stopWalk();
|
|
// ... whatever ...
|
|
} else {
|
|
// Still some way to go.
|
|
if (tripSpr->_x < tox) {
|
|
tripSpr->_x += 5;
|
|
if (tripSpr->_x > tox)
|
|
tripSpr->_x = tox;
|
|
}
|
|
if (tripSpr->_y < toy)
|
|
tripSpr->_y++;
|
|
tripSpr->_stepNum++;
|
|
if (tripSpr->_stepNum == tripSpr->_seq)
|
|
tripSpr->_stepNum = 0;
|
|
}
|
|
}
|
|
|
|
void Animation::takeAStep(byte &tripnum) {
|
|
AnimationType *tripSpr = _sprites[tripnum];
|
|
|
|
if (tripSpr->_moveX == 0) {
|
|
tripSpr->_stepNum++;
|
|
if (tripSpr->_stepNum == tripSpr->_seq)
|
|
tripSpr->_stepNum = 0;
|
|
tripSpr->_count = 0;
|
|
}
|
|
}
|
|
|
|
void Animation::spin(Direction dir, byte &tripnum) {
|
|
AnimationType *tripSpr = _sprites[tripnum];
|
|
|
|
if (tripSpr->_facingDir == dir)
|
|
return;
|
|
|
|
tripSpr->_facingDir = dir;
|
|
if (tripSpr->_id == 2)
|
|
return; // Not for Spludwick
|
|
|
|
_geidaSpin++;
|
|
_geidaTime = 20;
|
|
if (_geidaSpin == 5) {
|
|
_vm->_dialogs->displayText("Steady on, Avvy, you'll make the poor girl dizzy!");
|
|
_geidaSpin = 0;
|
|
_geidaTime = 0; // knock out records
|
|
}
|
|
}
|
|
|
|
void Animation::follow(byte tripnum) {
|
|
AnimationType *tripSpr = _sprites[tripnum];
|
|
AnimationType *avvy = _sprites[0];
|
|
|
|
if (_geidaTime > 0) {
|
|
_geidaTime--;
|
|
if (_geidaTime == 0)
|
|
_geidaSpin = 0;
|
|
}
|
|
|
|
if (tripSpr->_y < (avvy->_y - 2)) {
|
|
// The following NPC is further from the screen than Avvy.
|
|
spin(kDirDown, tripnum);
|
|
tripSpr->_moveY = 1;
|
|
tripSpr->_moveX = 0;
|
|
takeAStep(tripnum);
|
|
return;
|
|
} else if (tripSpr->_y > (avvy->_y + 2)) {
|
|
// Avvy is further from the screen than the following NPC.
|
|
spin(kDirUp, tripnum);
|
|
tripSpr->_moveY = -1;
|
|
tripSpr->_moveX = 0;
|
|
takeAStep(tripnum);
|
|
return;
|
|
}
|
|
|
|
tripSpr->_moveY = 0;
|
|
// These 12-s are not in the original, I added them to make the following method more "smooth".
|
|
// Now the NPC which is following Avvy won't block his way and will walk next to him properly.
|
|
if (tripSpr->_x < avvy->_x - avvy->_speedX * 8 - 12) {
|
|
tripSpr->_moveX = avvy->_speedX;
|
|
spin(kDirRight, tripnum);
|
|
takeAStep(tripnum);
|
|
} else if (tripSpr->_x > avvy->_x + avvy->_speedX * 8 + 12) {
|
|
tripSpr->_moveX = -avvy->_speedX;
|
|
spin(kDirLeft, tripnum);
|
|
takeAStep(tripnum);
|
|
} else
|
|
tripSpr->_moveX = 0;
|
|
}
|
|
|
|
/**
|
|
* @remarks Originally called 'call_andexors'
|
|
*/
|
|
void Animation::drawSprites() {
|
|
int8 order[5];
|
|
byte temp;
|
|
bool ok;
|
|
|
|
for (int i = 0; i < 5; i++)
|
|
order[i] = -1;
|
|
|
|
for (int16 i = 0; i < kSpriteNumbMax; i++) {
|
|
AnimationType *curSpr = _sprites[i];
|
|
if (curSpr->_quick && curSpr->_visible)
|
|
order[i] = i;
|
|
}
|
|
|
|
do {
|
|
ok = true;
|
|
for (int i = 0; i < 4; i++) {
|
|
if ((order[i] != -1) && (order[i + 1] != -1) && (_sprites[order[i]]->_y > _sprites[order[i + 1]]->_y)) {
|
|
// Swap them!
|
|
temp = order[i];
|
|
order[i] = order[i + 1];
|
|
order[i + 1] = temp;
|
|
ok = false;
|
|
}
|
|
}
|
|
} while (!ok);
|
|
|
|
_vm->_graphics->refreshBackground();
|
|
|
|
for (int i = 0; i < 5; i++) {
|
|
if (order[i] > -1)
|
|
_sprites[order[i]]->draw();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Animation links
|
|
* @remarks Originally called 'trippancy_link'
|
|
*/
|
|
void Animation::animLink() {
|
|
if (_vm->_dropdown->isActive() || !_vm->_animationsEnabled)
|
|
return;
|
|
|
|
for (int16 i = 0; i < kSpriteNumbMax; i++) {
|
|
AnimationType *curSpr = _sprites[i];
|
|
if (curSpr->_quick && curSpr->_visible)
|
|
curSpr->walk();
|
|
}
|
|
|
|
drawSprites();
|
|
|
|
for (int16 i = 0; i < kSpriteNumbMax; i++) {
|
|
AnimationType *curSpr = _sprites[i];
|
|
if (curSpr->_quick && curSpr->_callEachStepFl) {
|
|
switch (curSpr->_eachStepProc) {
|
|
case kProcFollowAvvyY :
|
|
followAvalotY(i);
|
|
break;
|
|
case kProcBackAndForth :
|
|
backAndForth(i);
|
|
break;
|
|
case kProcFaceAvvy :
|
|
faceAvvy(i);
|
|
break;
|
|
case kProcArrow :
|
|
arrowProcs(i);
|
|
break;
|
|
// PROCSpludwick_procs : spludwick_procs(fv);
|
|
case kProcGrabAvvy :
|
|
grabAvvy(i);
|
|
break;
|
|
case kProcFollowAvvy :
|
|
follow(i);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_mustExclaim) {
|
|
_mustExclaim = false;
|
|
_vm->_dialogs->displayScrollChain('X', _sayWhat);
|
|
}
|
|
}
|
|
|
|
void Animation::stopWalking() {
|
|
AnimationType *avvy = _sprites[0];
|
|
|
|
avvy->stopWalk();
|
|
_direction = kDirStopped;
|
|
if (_vm->_alive)
|
|
avvy->_stepNum = 1;
|
|
}
|
|
|
|
/**
|
|
* Hide in the cupboard
|
|
* @remarks Originally called 'hide_in_the_cupboard'
|
|
*/
|
|
void Animation::hideInCupboard() {
|
|
if (_vm->_avvysInTheCupboard) {
|
|
if (_vm->_parser->_wearing == kObjectDummy) {
|
|
Common::String tmpStr = Common::String::format("%cAVVY!%cGet dressed first!", kControlItalic, kControlRoman);
|
|
_vm->_dialogs->displayText(tmpStr);
|
|
} else {
|
|
_sprites[0]->_visible = true;
|
|
_vm->_userMovesAvvy = true;
|
|
appearPed(0, 2); // Walk out of the cupboard.
|
|
_vm->_dialogs->displayText("You leave the cupboard. Nice to be out of there!");
|
|
_vm->_avvysInTheCupboard = false;
|
|
_vm->_sequence->startCupboardSeq();
|
|
}
|
|
} else {
|
|
// Not hiding in the cupboard
|
|
_sprites[0]->_visible = false;
|
|
_vm->_userMovesAvvy = false;
|
|
Common::String tmpStr = Common::String::format("You walk into the room...%cIt seems to be an empty, " \
|
|
"but dusty, cupboard. Hmmmm... you leave the door slightly open to avoid suffocation.", kControlParagraph);
|
|
_vm->_dialogs->displayText(tmpStr);
|
|
_vm->_avvysInTheCupboard = true;
|
|
_vm->_background->draw(-1, -1, 7);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns true if you're within field "which".
|
|
*/
|
|
bool Animation::inField(byte which) {
|
|
AnimationType *avvy = _sprites[0];
|
|
|
|
FieldType *curField = &_vm->_fields[which];
|
|
int16 yy = avvy->_y + avvy->_yLength;
|
|
|
|
return (avvy->_x >= curField->_x1) && (avvy->_x <= curField->_x2) && (yy >= curField->_y1) && (yy <= curField->_y2);
|
|
}
|
|
|
|
/**
|
|
* Returns True if you're near a door.
|
|
*/
|
|
bool Animation::nearDoor() {
|
|
if (_vm->_fieldNum < 8)
|
|
// there ARE no doors here!
|
|
return false;
|
|
|
|
AnimationType *avvy = _sprites[0];
|
|
|
|
int16 ux = avvy->_x;
|
|
int16 uy = avvy->_y + avvy->_yLength;
|
|
|
|
for (int i = 8; i < _vm->_fieldNum; i++) {
|
|
FieldType *curField = &_vm->_fields[i];
|
|
if ((ux >= curField->_x1) && (ux <= curField->_x2) && (uy >= curField->_y1) && (uy <= curField->_y2))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* @remarks Originally called 'tripkey'
|
|
*/
|
|
void Animation::handleMoveKey(const Common::Event &event) {
|
|
if (!_vm->_userMovesAvvy)
|
|
return;
|
|
|
|
if (_vm->_dropdown->_activeMenuItem._activeNow)
|
|
_vm->_parser->tryDropdown();
|
|
else {
|
|
switch (event.kbd.keycode) {
|
|
case Common::KEYCODE_UP:
|
|
if (_direction != kDirUp) {
|
|
_direction = kDirUp;
|
|
setMoveSpeed(0, _direction);
|
|
} else
|
|
stopWalking();
|
|
break;
|
|
case Common::KEYCODE_DOWN:
|
|
if (_direction != kDirDown) {
|
|
_direction = kDirDown;
|
|
setMoveSpeed(0, _direction);
|
|
} else
|
|
stopWalking();
|
|
break;
|
|
case Common::KEYCODE_LEFT:
|
|
if (_direction != kDirLeft) {
|
|
_direction = kDirLeft;
|
|
setMoveSpeed(0, _direction);
|
|
} else
|
|
stopWalking();
|
|
break;
|
|
case Common::KEYCODE_RIGHT:
|
|
if (_direction != kDirRight) {
|
|
_direction = kDirRight;
|
|
setMoveSpeed(0, _direction);
|
|
} else
|
|
stopWalking();
|
|
break;
|
|
case Common::KEYCODE_PAGEUP:
|
|
if (_direction != kDirUpRight) {
|
|
_direction = kDirUpRight;
|
|
setMoveSpeed(0, _direction);
|
|
} else
|
|
stopWalking();
|
|
break;
|
|
case Common::KEYCODE_PAGEDOWN:
|
|
if (_direction != kDirDownRight) {
|
|
_direction = kDirDownRight;
|
|
setMoveSpeed(0, _direction);
|
|
} else
|
|
stopWalking();
|
|
break;
|
|
case Common::KEYCODE_END:
|
|
if (_direction != kDirDownLeft) {
|
|
_direction = kDirDownLeft;
|
|
setMoveSpeed(0, _direction);
|
|
} else
|
|
stopWalking();
|
|
break;
|
|
case Common::KEYCODE_HOME:
|
|
if (_direction != kDirUpLeft) {
|
|
_direction = kDirUpLeft;
|
|
setMoveSpeed(0, _direction);
|
|
} else
|
|
stopWalking();
|
|
break;
|
|
case Common::KEYCODE_KP5:
|
|
stopWalking();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Draws a part of the lightning bolt for thunder().
|
|
* @remarks Originally called 'zl'
|
|
*/
|
|
void Animation::drawLightning(int16 x1, int16 y1, int16 x2, int16 y2) {
|
|
_vm->_graphics->drawLine(x1, y1 - 1, x2, y2 - 1, 1, 3, kColorBlue);
|
|
_vm->_graphics->drawLine(x1, y1, x2, y2, 1, 1, kColorLightcyan);
|
|
}
|
|
|
|
/**
|
|
* Plays the actual thunder animation when Avvy (the player) swears too much.
|
|
* @remarks Originally called 'zonk'
|
|
*/
|
|
void Animation::thunder() {
|
|
_vm->_graphics->setBackgroundColor(kColorYellow);
|
|
|
|
_vm->_graphics->saveScreen();
|
|
|
|
int x = _vm->_animation->_sprites[0]->_x + _vm->_animation->_sprites[0]->_xLength / 2;
|
|
int y = _vm->_animation->_sprites[0]->_y;
|
|
|
|
for (int i = 0; i < 256; i++) {
|
|
_vm->_sound->playNote(270 - i, 1);
|
|
|
|
drawLightning(640, 0, 0, y / 4);
|
|
drawLightning(0, y / 4, 640, y / 2);
|
|
drawLightning(640, y / 2, x, y);
|
|
_vm->_graphics->refreshScreen();
|
|
|
|
_vm->_sound->playNote(2700 - 10 * i, 5);
|
|
_vm->_system->delayMillis(5);
|
|
_vm->_sound->playNote(270 - i, 1);
|
|
|
|
_vm->_graphics->restoreScreen();
|
|
_vm->_sound->playNote(2700 - 10 * i, 5);
|
|
_vm->_system->delayMillis(5);
|
|
}
|
|
|
|
_vm->_graphics->restoreScreen();
|
|
_vm->_graphics->removeBackup();
|
|
|
|
_vm->_graphics->setBackgroundColor(kColorBlack);
|
|
}
|
|
|
|
/**
|
|
* Makes the screen wobble.
|
|
*/
|
|
void Animation::wobble() {
|
|
_vm->_graphics->saveScreen();
|
|
|
|
for (int i = 0; i < 26; i++) {
|
|
_vm->_graphics->shiftScreen();
|
|
_vm->_graphics->refreshScreen();
|
|
_vm->_system->delayMillis(i * 7);
|
|
|
|
_vm->_graphics->restoreScreen();
|
|
_vm->_system->delayMillis(i * 7);
|
|
}
|
|
|
|
_vm->_graphics->restoreScreen();
|
|
_vm->_graphics->removeBackup();
|
|
}
|
|
|
|
void Animation::setDirection(Direction dir) {
|
|
_direction = dir;
|
|
}
|
|
|
|
void Animation::setOldDirection(Direction dir) {
|
|
_oldDirection = dir;
|
|
}
|
|
|
|
Direction Animation::getDirection() {
|
|
return _direction;
|
|
}
|
|
|
|
Direction Animation::getOldDirection() {
|
|
return _oldDirection;
|
|
}
|
|
|
|
void Animation::setAvvyClothes(int id) {
|
|
AnimationType *spr = _sprites[0];
|
|
if (spr->_id == id)
|
|
return;
|
|
|
|
int16 x = spr->_x;
|
|
int16 y = spr->_y;
|
|
spr->remove();
|
|
spr->init(id, true);
|
|
spr->appear(x, y, kDirLeft);
|
|
spr->_visible = false;
|
|
}
|
|
|
|
int Animation::getAvvyClothes() {
|
|
return _sprites[0]->_id;
|
|
}
|
|
|
|
void Animation::resetVariables() {
|
|
setDirection(kDirUp);
|
|
_geidaSpin = 0;
|
|
_geidaTime = 0;
|
|
_arrowTriggered = false;
|
|
}
|
|
|
|
void Animation::synchronize(Common::Serializer &sz) {
|
|
sz.syncAsByte(_direction);
|
|
sz.syncAsByte(_geidaSpin);
|
|
sz.syncAsByte(_geidaTime);
|
|
|
|
byte spriteNum = 0;
|
|
if (sz.isSaving()) {
|
|
for (int i = 0; i < kSpriteNumbMax; i++) {
|
|
if (_sprites[i]->_quick)
|
|
spriteNum++;
|
|
}
|
|
}
|
|
sz.syncAsByte(spriteNum);
|
|
|
|
if (sz.isLoading()) {
|
|
for (int i = 0; i < kSpriteNumbMax; i++) { // Deallocate sprites.
|
|
AnimationType *spr = _sprites[i];
|
|
if (spr->_quick)
|
|
spr->remove();
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < spriteNum; i++) {
|
|
AnimationType *spr = _sprites[i];
|
|
sz.syncAsByte(spr->_id);
|
|
sz.syncAsByte(spr->_doCheck);
|
|
|
|
if (sz.isLoading()) {
|
|
spr->_quick = true;
|
|
spr->init(spr->_id, spr->_doCheck);
|
|
}
|
|
|
|
sz.syncAsByte(spr->_moveX);
|
|
sz.syncAsByte(spr->_moveY);
|
|
sz.syncAsByte(spr->_facingDir);
|
|
sz.syncAsByte(spr->_stepNum);
|
|
sz.syncAsByte(spr->_visible);
|
|
sz.syncAsByte(spr->_homing);
|
|
sz.syncAsByte(spr->_count);
|
|
sz.syncAsByte(spr->_speedX);
|
|
sz.syncAsByte(spr->_speedY);
|
|
sz.syncAsByte(spr->_frameNum);
|
|
sz.syncAsSint16LE(spr->_homingX);
|
|
sz.syncAsSint16LE(spr->_homingY);
|
|
sz.syncAsByte(spr->_callEachStepFl);
|
|
sz.syncAsByte(spr->_eachStepProc);
|
|
sz.syncAsByte(spr->_vanishIfStill);
|
|
sz.syncAsSint16LE(spr->_x);
|
|
sz.syncAsSint16LE(spr->_y);
|
|
|
|
if (sz.isLoading() && spr->_visible)
|
|
spr->appear(spr->_x, spr->_y, spr->_facingDir);
|
|
}
|
|
|
|
sz.syncAsByte(_arrowTriggered);
|
|
}
|
|
|
|
} // End of namespace Avalanche.
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