/* 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. * */ #include "common/scummsys.h" #include "mads/mads.h" #include "mads/player.h" namespace MADS { Player::Player(MADSEngine *vm): _vm(vm) { _action = nullptr; _direction = 8; _newDirection = 8; _destFacing = 0; _spritesLoaded = false; _spritesStart = _numSprites = 0; _stepEnabled = false; _visible = false; _visible3 = false; _special = 0; _ticksAmount = 0; _priorTimer = 0; _unk3 = 0; _forceRefresh = false; } void Player::reset() { _action = &_vm->_game->_scene._action; _destPos = _playerPos; _destFacing = 5; _newDirection = _direction; _moving = false; _v844C0 = _v844BE = 0; _next = 0; _routeCount = 0; _vm->_game->_v4 = 0; _action->_startWalkFlag = false; _action->_walkFlag = false; } void Player::loadSprites(const Common::String &prefix) { warning("TODO: Player::loadSprites"); } void Player::turnToDestFacing() { if (_destFacing != 5) _newDirection = _destFacing; } void Player::moveComplete() { reset(); _action->_inProgress = false; } void Player::setupFrame() { resetActionList(); warning("TODO: Player::setupFrame"); } void Player::updateFrame() { warning("TODO: Player::updateFrame"); } void Player::update() { warning("TODO: Player::update"); } void Player::resetActionList() { warning("TODO: Player::resetActionList"); } void Player::setDest(const Common::Point &pt, int facing) { warning("TODO: Player::setDest"); } void Player::nextFrame() { _priorTimer += _ticksAmount; if (_vm->_events->_currentTimer >= _priorTimer) { _priorTimer = _vm->_events->_currentTimer; if (_moving) { move(); } else { idle(); } postUpdate(); update(); } } void Player::move() { warning("TODO: Player::move"); } void Player::idle() { warning("TODO: Player::idle"); } void Player::postUpdate() { warning("TODO: Player::postUpdate"); } } // End of namespace MADS