mirror of
https://github.com/libretro/scummvm.git
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164 lines
3.5 KiB
C++
164 lines
3.5 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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* 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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* 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 MADS_PLAYER_H
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#define MADS_PLAYER_H
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#include "common/scummsys.h"
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#include "common/str.h"
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namespace MADS {
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class MADSEngine;
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class Action;
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#define PLAYER_SPRITES_FILE_COUNT 8
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class Player {
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private:
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static const int _directionListIndexes[32];
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private:
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MADSEngine *_vm;
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bool _highSprites;
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bool _spriteSetsPresent[PLAYER_SPRITES_FILE_COUNT];
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int _currentDepth;
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int _currentScale;
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int _frameOffset;
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int _frameNum;
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int _yScale;
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int _frameCount;
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int _frameListIndex;
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int _actionIndex;
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bool _v844BC;
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int _v8452E;
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int _v8452C;
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int _v84530;
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int _routeLength;
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int _actionList[12];
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int _actionList2[12];
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int _hypotenuse;
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void reset();
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void resetActionList();
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void move();
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void postUpdate();
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/**
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* Get the sprite slot index for the player
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*/
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int getSpriteSlot();
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/**
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* Get the scale for the player at the given Y position
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*/
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int getScale(int yp);
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void setTicksAmount();
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void setupRoute();
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void setupRoute(bool bitFlag);
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void setupRouteNode(int *routeIndexP, int nodeIndex, int flags, int routeLength);
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/**
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* Scans along an edge connecting two points within the depths/walk surface, and returns the information of the first
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* pixel high nibble encountered with a non-zero value
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*/
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int scanPath(MSurface &depthSurface, const Common::Point &srcPos, const Common::Point &destPos);
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/**
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* Starts a player moving to a given destination
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*/
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void startMovement();
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void dirChanged();
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public:
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MADSAction *_action;
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int _direction;
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int _newDirection;
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int _xDirection, _yDirection;
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int _destFacing;
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bool _spritesLoaded;
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int _spritesStart;
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int _spritesIdx;
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int _numSprites;
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bool _stepEnabled;
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bool _spritesChanged;
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bool _visible;
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bool _priorVisible;
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bool _visible3;
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Common::Point _playerPos;
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Common::Point _destPos;
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Common::Point _posChange;
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Common::Point _posDiff;
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bool _moving;
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int _newSceneId, _v844BE;
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int _next;
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int _special;
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int _ticksAmount;
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uint32 _priorTimer;
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int _unk1;
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int _unk2;
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int _unk3;
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bool _unk4;
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bool _forceRefresh;
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Common::String _spritesPrefix;
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int _routeCount;
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int _routeOffset;
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int _tempRoute[MAX_ROUTE_NODES];
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int _routeIndexes[MAX_ROUTE_NODES];
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public:
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Player(MADSEngine *vm);
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/**
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* Load sprites for the player
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*/
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bool loadSprites(const Common::String &prefix);
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void turnToDestFacing();
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void moveComplete();
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void setupFrame();
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void updateFrame();
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void update();
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void idle();
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void setDest(const Common::Point &pt, int facing);
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void startWalking(const Common::Point &pos, int direction);
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void nextFrame();
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};
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} // End of namespace MADS
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#endif /* MADS_PLAYER_H */
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