scummvm/engines/gnap/character.h
2016-05-23 07:48:37 +02:00

147 lines
4.7 KiB
C++

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