scummvm/engines/avalanche/animation.h

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/* 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 */
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#ifndef AVALANCHE_ANIMATION_H
#define AVALANCHE_ANIMATION_H
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#include "avalanche/graphics.h"
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#include "common/scummsys.h"
#include "common/str.h"
namespace Avalanche {
class AvalancheEngine;
struct adxtype { // Second revision of ADX type
// CHECKME: Useless?
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.)
};
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struct AnimationSaver {
byte _id;
byte _facingDir;
byte _stepNum;
int16 _x;
int16 _y;
int8 _moveX;
int8 _moveY;
bool _visible;
bool _homing;
bool _doCheck;
byte _count;
byte _xWidth, _speedX, _speedY;
byte _animCount;
int16 _homingX;
int16 _homingY;
bool _callEachStepFl;
byte _eachStepProc;
bool _vanishIfStill;
};
class Animation;
class AnimationType {
public:
SpriteInfo _info;
adxtype _stat; // vital statistics
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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;
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bool _quick, _visible, _homing, _doCheck;
int16 _homingX, _homingY; // homing x & y coords
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byte _count; // counts before changing step
byte _speedX, _speedY; // x & y speed
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?
byte _eachStepProc;
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void init(byte spritenum, bool doCheck, Animation *tr);
// loads & sets up the sprite
void original(); // just sets Quick to false
void andexor(); // drops sprite onto screen
void turn(byte whichway); // turns him round
void appear(int16 wx, int16 wy, byte wf); // switches him 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 speed(int8 xx, int8 yy); // sets ix & iy, non-homing, etc
void stopWalk(); // Stops the sprite from moving
void chatter(); // Sets up talk vars
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void setupSaver(AnimationSaver &sav);
void unload_saver(AnimationSaver sav);
void savedata(Common::File &f); // Self-explanatory,
void loaddata(Common::File &f); // really.
void save_data_to_mem(uint16 &where);
void load_data_from_mem(uint16 &where);
AnimationType *done();
private:
Animation *_tr;
bool checkCollision();
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int8 sgn(int16 val);
};
const int16 maxgetset = 35;
class getsettype {
public:
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ByteField gs[maxgetset];
byte numleft;
getsettype *init();
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void remember(ByteField r);
void recall(ByteField &r);
};
class Animation {
public:
friend class AnimationType;
friend class getsettype;
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static const byte kDirUp = 0;
static const byte kDirRight = 1;
static const byte kDirDown = 2;
static const byte kDirLeft = 3;
static const byte kDirUpRight = 4;
static const byte kDirDownRight = 5;
static const byte kDirDownLeft = 6;
static const byte kDirUpLeft = 7;
static const byte kDirStopped = 8;
static const int16 kSpriteNumbMax = 5; // current max no. of sprites
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static const byte kProcFollowAvvyY = 1;
static const byte kProcBackAndForth = 2;
static const byte kProcFaceAvvy = 3;
static const byte kProcArrow = 4;
static const byte kProcsPludwick = 5; // Unused
static const byte kProcGrabAvvy = 6;
static const byte kProcGeida = 7;
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Animation(AvalancheEngine *vm);
~Animation();
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void animLink();
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void get_back_loretta();
void loadtrip();
void call_special(uint16 which);
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void openDoor(byte whither, byte ped, byte magicnum); // Handles slidey-open doors.
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void catamove(byte ped);
void stopWalking();
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void tripkey(char dir);
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void rwsp(byte t, byte dir);
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void apped(byte trn, byte np);
void getback();
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.
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void readstick();
void newspeed();
void new_game_for_trippancy();
void take_a_step(byte &tripnum);
void handleMoveKey(const Common::Event &event); // To replace tripkey().
AnimationType tr[kSpriteNumbMax];
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getsettype getset[2];
byte aa[1600];
bool mustexclaim;
uint16 saywhat;
private:
AvalancheEngine *_vm;
// CHECKME: Useless?
// ByteField r;
// int16 beforex, beforey;
byte checkfeet(int16 x1, int16 x2, int16 oy, int16 y, byte yl);
byte geida_ped(byte which);
void dawndelay();
void hideInCupboard();
void follow_avvy_y(byte tripnum);
void back_and_forth(byte tripnum);
void face_avvy(byte tripnum);
void arrow_procs(byte tripnum);
void grab_avvy(byte tripnum);
void spin(byte whichway, byte &tripnum);
void geida_procs(byte tripnum);
void call_andexors();
void getsetclear();
};
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} // End of namespace Avalanche.
#endif // AVALANCHE_ANIMATION_H