mirror of
https://github.com/libretro/scummvm.git
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147 lines
4.7 KiB
C++
147 lines
4.7 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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*
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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, 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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#ifndef GNAP_CHARACTER_H
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#define GNAP_CHARACTER_H
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namespace Gnap {
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class GnapEngine;
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enum Facing {
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kDirIdleLeft = 0,
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kDirBottomRight = 1,
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kDirBottomLeft = 3,
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kDirIdleRight = 4,
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kDirUpLeft = 5,
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kDirUpRight = 7
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};
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struct GridStruct {
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int _deltaX, _deltaY;
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int _gridX1, _gridY1;
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int _sequenceId;
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int _id;
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};
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const int kMaxGridStructs = 30;
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class Character {
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public:
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Character(GnapEngine *vm);
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virtual ~Character();
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void walkStep();
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virtual int getSequenceId(int kind, Common::Point gridPos) = 0;
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virtual void playSequence(int sequenceId) = 0;
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virtual void updateIdleSequence() = 0;
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virtual void updateIdleSequence2() = 0;
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virtual void initPos(int gridX, int gridY, Facing facing) = 0;
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virtual int getWalkSequenceId(int deltaX, int deltaY) = 0;
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virtual bool walkTo(Common::Point gridPos, int animationIndex, int sequenceId, int flags) = 0;
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Common::Point _pos;
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Facing _idleFacing;
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int _actionStatus;
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int _sequenceId;
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int _sequenceDatNum;
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int _id;
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int _gridX;
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int _gridY;
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int _walkNodesCount;
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GridStruct _walkNodes[kMaxGridStructs];
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int _walkDestX, _walkDestY;
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int _walkDeltaX, _walkDeltaY, _walkDirX, _walkDirY, _walkDirXIncr, _walkDirYIncr;
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protected:
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GnapEngine *_vm;
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};
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class PlayerGnap : public Character {
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public:
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PlayerGnap(GnapEngine *vm);
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virtual int getSequenceId(int kind, Common::Point gridPos);
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virtual void initPos(int gridX, int gridY, Facing facing);
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virtual void playSequence(int sequenceId);
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virtual void updateIdleSequence();
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virtual void updateIdleSequence2();
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virtual int getWalkSequenceId(int deltaX, int deltaY);
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virtual bool walkTo(Common::Point gridPos, int animationIndex, int sequenceId, int flags);
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void actionIdle(int sequenceId);
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bool doPlatypusAction(int gridX, int gridY, int platSequenceId, int callback);
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int getShowSequenceId(int index, int gridX, int gridY);
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Facing getWalkFacing(int deltaX, int deltaY);
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int getWalkStopSequenceId(int deltaX, int deltaY);
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void idle();
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void initBrainPulseRndValue();
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void kissPlatypus(int callback);
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void playBrainPulsating(Common::Point gridPos = Common::Point(0, 0));
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void playIdle(Common::Point gridPos = Common::Point(0, 0));
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void playImpossible(Common::Point gridPos = Common::Point(0, 0));
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void playMoan1(Common::Point gridPos = Common::Point(0, 0));
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void playMoan2(Common::Point gridPos = Common::Point(0, 0));
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void playPullOutDevice(Common::Point gridPos = Common::Point(0, 0));
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void playPullOutDeviceNonWorking(Common::Point gridPos = Common::Point(0, 0));
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void playScratchingHead(Common::Point gridPos = Common::Point(0, 0));
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void playShowCurrItem(Common::Point destPos, int gridLookX, int gridLookY);
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void playShowItem(int itemIndex, int gridLookX, int gridLookY);
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void playUseDevice(Common::Point gridPos = Common::Point(0, 0));
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void useDeviceOnPlatypus();
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void useDisguiseOnPlatypus();
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void useJointOnPlatypus();
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int _brainPulseNum;
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int _brainPulseRndValue;
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private:
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bool findPath1(int gridX, int gridY, int index);
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bool findPath2(int gridX, int gridY, int index);
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bool findPath3(int gridX, int gridY);
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bool findPath4(int gridX, int gridY);
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};
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class PlayerPlat : public Character {
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public:
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PlayerPlat(GnapEngine *vm);
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virtual ~PlayerPlat() {}
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virtual int getSequenceId(int kind = 0, Common::Point gridPos = Common::Point(0, 0));
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virtual void initPos(int gridX, int gridY, Facing facing);
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virtual void playSequence(int sequenceId);
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virtual void updateIdleSequence();
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virtual void updateIdleSequence2();
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virtual int getWalkSequenceId(int deltaX, int deltaY);
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virtual bool walkTo(Common::Point gridPos, int animationIndex, int sequenceId, int flags);
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void makeRoom();
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private:
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bool findPath1(int gridX, int gridY, int index);
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bool findPath2(int gridX, int gridY, int index);
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bool findPath3(int gridX, int gridY);
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bool findPath4(int gridX, int gridY);
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};
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} // End of namespace Gnap
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#endif // GNAP_CHARACTER_H
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