scummvm/engines/mads/player.cpp
2023-12-24 13:19:25 +01:00

872 lines
22 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/scummsys.h"
#include "mads/mads.h"
#include "mads/player.h"
namespace MADS {
#define PLAYER_SEQ_INDEX -2
const int Player::_directionListIndexes[32] = {
0, 7, 4, 3, 6, 0, 2, 5, 0, 1, 9, 4, 1, 2, 7, 9, 3, 8, 9, 6, 7, 2, 3, 6, 1, 7, 9, 4, 7, 8, 0, 0
};
/*------------------------------------------------------------------------*/
void StopWalkerEntry::synchronize(Common::Serializer &s) {
s.syncAsSint16LE(_stack);
s.syncAsSint16LE(_trigger);
}
/*------------------------------------------------------------------------*/
void StopWalkers::synchronize(Common::Serializer &s) {
StopWalkerEntry rec;
int count = size();
s.syncAsUint16LE(count);
if (s.isLoading()) {
clear();
for (int idx = 0; idx < count; ++idx) {
rec.synchronize(s);
push(rec);
}
} else {
for (int idx = 0; idx < count; ++idx)
(*this)[idx].synchronize(s);
}
}
/*------------------------------------------------------------------------*/
Player::Player(MADSEngine *vm)
: _vm(vm) {
_action = nullptr;
_facing = FACING_NORTH;
_turnToFacing = FACING_NORTH;
_targetFacing = FACING_NORTH;
_prepareWalkFacing = FACING_NONE;
_mirror = false;
_spritesLoaded = false;
_spritesStart = 0;
_spritesIdx = 0;
_numSprites = 0;
_stepEnabled = false;
_visible = false;
_priorVisible = false;
_needToWalk = false;
_readyToWalk = false;
_beenVisible = false;
_loadsFirst = false;
_loadedFirst = false;
_walkAnywhere = false;
_special = 0;
_ticksAmount = 0;
_priorTimer = 0;
_scalingVelocity = false;
_spritesChanged = false;
_forceRefresh = false;
_highSprites = false;
_currentDepth = 0;
_currentScale = 0;
_frameNumber = 0;
_centerOfGravity = 0;
_frameCount = 0;
_velocity = 0;
_upcomingTrigger = 0;
_trigger = 0;
_frameListIndex = 0;
_totalDistance = 0;
_distAccum = 0;
_pixelAccum = 0;
_deltaDistance = 0;
_xDirection = 0;
_yDirection = 0;
_moving = false;
_walkOffScreen = 0;
_walkOffScreenSceneId = -1;
_forcePrefix = false;
_commandsAllowed = false;
_enableAtTarget = false;
Common::fill(&_spriteSetsPresent[0], &_spriteSetsPresent[PLAYER_SPRITES_FILE_COUNT], false);
_walkTrigger = 0;
_walkTriggerDest = SEQUENCE_TRIGGER_NONE;
_walkTriggerAction._verbId = VERB_NONE;
_walkTriggerAction._objectNameId = 0;
_walkTriggerAction._indirectObjectId = 0;
}
void Player::cancelWalk() {
Scene &scene = _vm->_game->_scene;
_action = &scene._action;
_targetPos = _playerPos;
_targetFacing = FACING_NONE;
_turnToFacing = _facing;
_moving = false;
_walkOffScreen = _walkOffScreenSceneId = 0;
scene._rails.resetRoute();
_walkAnywhere = false;
_needToWalk = false;
_readyToWalk = false;
}
bool Player::loadSprites(const Common::String &prefix) {
Common::String suffixList = "89632741";
Common::String newPrefix;
if (prefix.empty()) {
newPrefix = _spritesPrefix;
} else {
_spritesPrefix = prefix;
newPrefix = prefix;
}
_numSprites = 0;
if (!_spritesPrefix.empty()) {
for (int fileIndex = 0; fileIndex < PLAYER_SPRITES_FILE_COUNT; ++fileIndex) {
Common::Path setName(Common::String::format("*%s_%c.SS",
newPrefix.c_str(), suffixList[fileIndex]));
if (fileIndex >= 5)
_highSprites = true;
_spriteSetsPresent[fileIndex] = true;
int setIndex = -1;
if (Common::File::exists(setName)) {
setIndex = _vm->_game->_scene._sprites.addSprites(setName, 4);
++_numSprites;
} else if (fileIndex < 5) {
_highSprites = false;
return true;
} else {
_spriteSetsPresent[fileIndex] = false;
}
if (fileIndex == 0)
_spritesStart = setIndex;
}
_spritesLoaded = true;
_spritesChanged = false;
} else {
Common::fill(&_spriteSetsPresent[0], &_spriteSetsPresent[PLAYER_SPRITES_FILE_COUNT], false);
_visible = false;
}
_highSprites = false;
return false;
}
void Player::setFinalFacing() {
if (_targetFacing != FACING_NONE)
_turnToFacing = _targetFacing;
}
void Player::changeFacing() {
int dirIndex = 0, dirIndex2 = 0;
int newDir = 0, newDir2 = 0;
if (_facing != _turnToFacing) {
// Find the index for the given direction in the player direction list
int tempDir = _facing;
do {
++dirIndex;
newDir += tempDir;
tempDir = _directionListIndexes[tempDir + 10];
} while (tempDir != _turnToFacing);
}
if (_facing != _turnToFacing) {
// Find the index for the given direction in the player direction list
int tempDir = _facing;
do {
++dirIndex2;
newDir2 += tempDir;
tempDir = _directionListIndexes[tempDir + 20];
} while (tempDir != _turnToFacing);
}
int diff = dirIndex - dirIndex2;
if (diff == 0)
diff = newDir - newDir2;
_facing = (diff >= 0) ? (Facing)_directionListIndexes[_facing + 20] :
(Facing)_directionListIndexes[_facing + 10];
selectSeries();
if ((_facing == _turnToFacing) && !_moving) {
updateFrame();
activateTrigger();
}
_priorTimer += 1;
}
void Player::cancelCommand() {
cancelWalk();
_action->_inProgress = false;
}
void Player::selectSeries() {
Scene &scene = _vm->_game->_scene;
clearStopList();
_mirror = false;
_spritesIdx = _directionListIndexes[_facing];
if (!_spriteSetsPresent[_spritesIdx]) {
// Direction isn't present, so use alternate direction, with entries flipped
_spritesIdx -= 4;
_mirror = true;
}
// If the user isn't to be present (such as for a cutscene), exit immediately
// WORKAROUND: Original didn't do a secondary check for the sprite set being
// present, but it's needed to prevent invalid reads during cutscenes
if ((_spritesStart + _spritesIdx) < 0 || !_spriteSetsPresent[_spritesIdx])
return;
SpriteAsset &spriteSet = *scene._sprites[_spritesStart + _spritesIdx];
assert(spriteSet._charInfo);
_velocity = MAX(spriteSet._charInfo->_velocity, 100);
setBaseFrameRate();
_frameCount = spriteSet._charInfo->_totalFrames;
if (_frameCount == 0)
_frameCount = spriteSet.getCount();
_centerOfGravity = spriteSet._charInfo->_centerOfGravity;
if ((_frameNumber <= 0) || (_frameNumber > _frameCount))
_frameNumber = 1;
_forceRefresh = true;
}
void Player::updateFrame() {
// WORKAROUND: Prevent character info being referenced when not present
int idx = _spritesStart + _spritesIdx;
if (idx < 0 || (idx < PLAYER_SPRITES_FILE_COUNT && !_spriteSetsPresent[idx]))
return;
Scene &scene = _vm->_game->_scene;
assert(scene._sprites[idx] != nullptr);
SpriteAsset &spriteSet = *scene._sprites[idx];
// WORKAROUND: Certain cutscenes set up player sprites that don't have any
// character info. In such cases, simply ignore player updates
if (!spriteSet._charInfo)
return;
if (!spriteSet._charInfo->_numEntries) {
_frameNumber = 1;
} else {
_frameListIndex = _stopWalkers.empty() ? 0 : _stopWalkers.top()._stack;
if (!_visible) {
_upcomingTrigger = 0;
} else {
if (_stopWalkers.empty()) {
_upcomingTrigger = 0;
} else {
_upcomingTrigger = _stopWalkers.pop()._trigger;
}
}
// Set the player frame number
int listIndex = ABS(_frameListIndex);
_frameNumber = (_frameListIndex >= 0) ? spriteSet._charInfo->_startFrames[listIndex] :
spriteSet._charInfo->_stopFrames[listIndex];
// Set next waiting period in ticks
if (listIndex == 0) {
setBaseFrameRate();
} else {
_ticksAmount = spriteSet._charInfo->_ticksList[listIndex];
}
}
_forceRefresh = true;
}
void Player::activateTrigger() {
Game &game = *_vm->_game;
MADSAction &action = game._scene._action;
_commandsAllowed |= _enableAtTarget;
_enableAtTarget = false;
if (_walkTrigger) {
game._trigger = _walkTrigger;
game._triggerMode = SEQUENCE_TRIGGER_DAEMON;
if (game._triggerMode != SEQUENCE_TRIGGER_DAEMON) {
action._activeAction = _walkTriggerAction;
}
_walkTrigger = 0;
}
}
void Player::update() {
Scene &scene = _vm->_game->_scene;
if (_forceRefresh || (_visible != _priorVisible)) {
int slotIndex = getSpriteSlot();
if (slotIndex >= 0)
scene._spriteSlots[slotIndex]._flags = IMG_ERASE;
int newDepth = 1;
int yp = MIN(_playerPos.y, (int16)(MADS_SCENE_HEIGHT - 1));
for (int idx = 1; idx < DEPTH_BANDS_SIZE; ++idx) {
if (scene._sceneInfo->_depthList[newDepth] >= yp)
newDepth = idx + 1;
}
_currentDepth = newDepth;
// Get the scale
int newScale = getScale(_playerPos.y);
_currentScale = MIN(newScale, 100);
if (_visible) {
// Player sprite needs to be rendered
SpriteSlot slot;
slot._flags = IMG_UPDATE;
slot._seqIndex = PLAYER_SEQ_INDEX;
slot._spritesIndex = _spritesStart + _spritesIdx;
slot._frameNumber = _mirror ? -_frameNumber : _frameNumber;
slot._position.x = _playerPos.x;
slot._position.y = _playerPos.y + (_centerOfGravity * newScale) / 100;
slot._depth = newDepth;
slot._scale = newScale;
if (slotIndex >= 0) {
// Check if the existing player slot has the same details, and can be re-used
SpriteSlot &s2 = scene._spriteSlots[slotIndex];
bool equal = (s2._seqIndex == slot._seqIndex)
&& (s2._spritesIndex == slot._spritesIndex)
&& (s2._frameNumber == slot._frameNumber)
&& (s2._position == slot._position)
&& (s2._depth == slot._depth)
&& (s2._scale == slot._scale);
if (equal)
// Undo the prior expiry of the player sprite
s2._flags = IMG_STATIC;
else
slotIndex = -1;
}
if (slotIndex < 0) {
// New slot needed, so allocate one and copy the slot data
slotIndex = scene._spriteSlots.add();
scene._spriteSlots[slotIndex] = slot;
}
// If changing a scene, check to change the scene when the player
// has moved off-screen
if (_walkOffScreen) {
SpriteAsset *asset = scene._sprites[slot._spritesIndex];
MSprite *frame = asset->getFrame(_frameNumber - 1);
int xScale = frame->w * newScale / 200;
int yScale = frame->h * newScale / 100;
int playerX = slot._position.x;
int playerY = slot._position.y;
if ((playerX + xScale) < 0 || (playerX + xScale) >= MADS_SCREEN_WIDTH ||
playerY < 0 || (playerY + yScale) >= MADS_SCENE_HEIGHT) {
scene._nextSceneId = _walkOffScreen;
_walkOffScreen = 0;
_walkAnywhere = false;
}
}
}
}
_beenVisible |= _visible;
_priorVisible = _visible;
_forceRefresh = false;
}
void Player::clearStopList() {
_stopWalkers.clear();
_upcomingTrigger = 0;
_trigger = 0;
}
void Player::startWalking(const Common::Point &pt, Facing facing) {
Scene &scene = _vm->_game->_scene;
clearStopList();
setBaseFrameRate();
_moving = true;
_targetFacing = facing;
bool v = scene._depthSurface.getDepthHighBit(pt);
scene._rails.setupRoute(v, _playerPos, pt);
}
void Player::walk(const Common::Point &pos, Facing facing) {
cancelWalk();
_needToWalk = true;
_readyToWalk = true;
_prepareWalkPos = pos;
_prepareWalkFacing = facing;
}
void Player::nextFrame() {
Scene &scene = _vm->_game->_scene;
uint32 newTime = _priorTimer + _ticksAmount;
if (scene._frameStartTime >= newTime) {
_priorTimer = scene._frameStartTime;
if (_moving) {
move();
} else {
idle();
}
setFrame();
update();
}
}
void Player::move() {
Scene &scene = _vm->_game->_scene;
Rails &rails = scene._rails;
bool newFacing = false;
if (_moving) {
while (!_walkOffScreen && _playerPos == _targetPos) {
bool isRouteEmpty = rails.empty();
if (!isRouteEmpty) {
const WalkNode &node = rails.popNode();
_targetPos = node._walkPos;
newFacing = true;
} else if (!_walkOffScreenSceneId) {
// End of walking path
rails.resetRoute();
_moving = false;
setFinalFacing();
newFacing = true;
} else {
_walkOffScreen = _walkOffScreenSceneId;
_walkAnywhere = true;
_walkOffScreenSceneId = 0;
_stepEnabled = false;
newFacing = false;
}
if (!_moving)
break;
}
}
if (newFacing && _moving)
startMovement();
if (_turnToFacing != _facing) {
changeFacing();
} else if (!_moving) {
updateFrame();
activateTrigger();
}
int velocity = _velocity;
if (_scalingVelocity && (_totalDistance > 0)) {
int angleRange = 100 - _currentScale;
int angleScale = angleRange * (_posDiff.x - 1) / _totalDistance + _currentScale;
velocity = MAX(1L, (angleScale * _currentScale * velocity) / 10000L);
}
if (!_moving || (_facing != _turnToFacing))
return;
Common::Point newPos = _playerPos;
newFacing = false;
_special = 0;
if (_distAccum < velocity) {
do {
if (_pixelAccum < _posDiff.x)
_pixelAccum += _posDiff.y;
if (_pixelAccum >= _posDiff.x) {
if ((_posChange.y > 0) || _walkOffScreen)
newPos.y += _yDirection;
--_posChange.y;
_pixelAccum -= _posDiff.x;
}
if (_pixelAccum < _posDiff.x) {
if ((_posChange.x > 0) || _walkOffScreen)
newPos.x += _xDirection;
--_posChange.x;
}
if (!_walkAnywhere && !_walkOffScreen && (_walkOffScreenSceneId == 0)) {
newFacing = scene._depthSurface.getDepthHighBit(newPos);
if (_special == 0)
_special = scene.getDepthHighBits(newPos);
}
_distAccum += _deltaDistance;
} while ((_distAccum < velocity) && !newFacing && ((_posChange.x > 0) || (_posChange.y > 0) || (_walkOffScreen != 0)));
}
_distAccum -= velocity;
if (newFacing) {
cancelCommand();
} else {
if (!_walkOffScreen) {
// If the move is complete, make sure the position is exactly on the given destination
if (_posChange.x == 0)
newPos.x = _targetPos.x;
if (_posChange.y == 0)
newPos.y = _targetPos.y;
}
_playerPos = newPos;
}
}
void Player::idle() {
Scene &scene = _vm->_game->_scene;
if (_facing != _turnToFacing) {
// The direction has changed, so reset for new direction
changeFacing();
return;
}
int idx = _spritesStart + _spritesIdx;
if (idx < 0 || (idx < PLAYER_SPRITES_FILE_COUNT && !_spriteSetsPresent[idx]))
return;
SpriteAsset &spriteSet = *scene._sprites[idx];
if (spriteSet._charInfo == nullptr || spriteSet._charInfo->_numEntries == 0)
// No entries, so exit immediately
return;
int frameIndex = ABS(_frameListIndex);
int direction = (_frameListIndex < 0) ? -1 : 1;
if (frameIndex >= spriteSet._charInfo->_numEntries) {
// Reset back to the start of the list
_frameListIndex = 0;
} else {
_frameNumber += direction;
_forceRefresh = true;
if (_frameNumber > spriteSet._charInfo->_stopFrames[frameIndex]) {
_trigger = _upcomingTrigger;
updateFrame();
}
if (_frameNumber < spriteSet._charInfo->_startFrames[frameIndex]) {
_trigger = _upcomingTrigger;
updateFrame();
}
}
}
void Player::setFrame() {
if (_moving) {
if (++_frameNumber > _frameCount)
_frameNumber = 1;
_forceRefresh = true;
} else {
if (!_forceRefresh)
idle();
}
}
int Player::getSpriteSlot() {
SpriteSlots &spriteSlots = _vm->_game->_scene._spriteSlots;
for (uint idx = 0; idx < spriteSlots.size(); ++idx) {
if (spriteSlots[idx]._seqIndex == PLAYER_SEQ_INDEX &&
spriteSlots[idx]._flags >= IMG_STATIC)
return idx;
}
return - 1;
}
int Player::getScale(int yp) {
Scene &scene = _vm->_game->_scene;
int scale = (scene._bandsRange == 0) ? scene._sceneInfo->_maxScale :
(yp - scene._sceneInfo->_yBandsStart) * scene._scaleRange / scene._bandsRange +
scene._sceneInfo->_minScale;
return MIN(scale, 100);
}
void Player::setBaseFrameRate() {
Scene &scene = _vm->_game->_scene;
SpriteAsset &spriteSet = *scene._sprites[_spritesStart + _spritesIdx];
assert(spriteSet._charInfo);
_ticksAmount = spriteSet._charInfo->_ticksAmount;
if (_ticksAmount == 0)
_ticksAmount = 6;
}
void Player::startMovement() {
int xDiff = _targetPos.x - _playerPos.x;
int yDiff = _targetPos.y - _playerPos.y;
int srcScale = getScale(_playerPos.y);
int destScale = getScale(_targetPos.y);
// Sets the X direction
if (xDiff > 0)
_xDirection = 1;
else if (xDiff < 0)
_xDirection = -1;
else
_xDirection = 0;
// Sets the Y direction
if (yDiff > 0)
_yDirection = 1;
else if (yDiff < 0)
_yDirection = -1;
else
_yDirection = 0;
xDiff = ABS(xDiff);
yDiff = ABS(yDiff);
int scaleDiff = ABS(srcScale - destScale);
int xAmt100 = xDiff * 100;
int yAmt100 = yDiff * 100;
int xAmt33 = xDiff * 33;
int scaleAmount = (_scalingVelocity ? scaleDiff * 3 : 0) + 100 * yDiff / 100;
int scaleAmount100 = scaleAmount * 100;
// Figure out direction that will need to be moved in
int majorDir;
if (xDiff == 0) {
majorDir = 1;
} else if (yDiff == 0) {
majorDir = 3;
} else {
if ((scaleAmount < xDiff) && ((xAmt33 / scaleAmount) >= 141))
majorDir = 3;
else if (yDiff <= xDiff)
majorDir = 2;
else if ((scaleAmount100 / xDiff) >= 141)
majorDir = 1;
else
majorDir = 2;
}
switch (majorDir) {
case 1:
_turnToFacing = (_yDirection <= 0) ? FACING_NORTH : FACING_SOUTH;
break;
case 2: {
_turnToFacing = (Facing)(((_yDirection <= 0) ? 9 : 3) - ((_xDirection <= 0) ? 2 : 0));
break;
}
case 3:
_turnToFacing = (_xDirection <= 0) ? FACING_WEST : FACING_EAST;
break;
default:
break;
}
_totalDistance = (int)sqrt((double)(xAmt100 * xAmt100 + yAmt100 * yAmt100));
_posDiff.x = xDiff + 1;
_posDiff.y = yDiff + 1;
_posChange.x = xDiff;
_posChange.y = yDiff;
int majorChange = MAX(xDiff, yDiff);
_deltaDistance = (majorChange == 0) ? 0 : _totalDistance / majorChange;
if (_playerPos.x > _targetPos.x)
_pixelAccum = MIN(_posChange.x, _posChange.y);
else
_pixelAccum = 0;
_totalDistance /= 100;
_distAccum = -_deltaDistance;
}
void Player::newWalk() {
if (_needToWalk && _readyToWalk) {
startWalking(_prepareWalkPos, _prepareWalkFacing);
_needToWalk = false;
}
}
void Player::addWalker(int walker, int trigger) {
Scene &scene = _vm->_game->_scene;
SpriteAsset &spriteSet = *scene._sprites[_spritesStart + _spritesIdx];
assert(spriteSet._charInfo);
if (walker < spriteSet._charInfo->_numEntries)
_stopWalkers.push(StopWalkerEntry(walker, trigger));
}
/**
* Releases any sprites used by the player
*/
void Player::releasePlayerSprites() {
Scene &scene = _vm->_game->_scene;
if (_spritesLoaded && _numSprites > 0) {
int spriteEnd = _spritesStart + _numSprites - 1;
do {
scene._sprites.remove(spriteEnd);
} while (--spriteEnd >= _spritesStart);
}
_numSprites = 0;
_spritesLoaded = false;
_spritesChanged = true;
if (scene._sprites.size() > 0) {
warning("Player::releasePlayerSprites(): leftover sprites remain, clearing list");
scene._sprites.clear();
}
}
void Player::synchronize(Common::Serializer &s) {
s.syncAsByte(_moving);
s.syncAsSint16LE(_playerPos.x);
s.syncAsSint16LE(_playerPos.y);
s.syncAsSint16LE(_targetPos.x);
s.syncAsSint16LE(_targetPos.y);
s.syncAsSint16LE(_xDirection);
s.syncAsSint16LE(_yDirection);
s.syncAsSint16LE(_posDiff.x);
s.syncAsSint16LE(_posDiff.y);
s.syncAsSint16LE(_posChange.x);
s.syncAsSint16LE(_posChange.y);
s.syncAsUint16LE(_targetFacing);
s.syncAsSint16LE(_special);
s.syncAsByte(_forceRefresh);
s.syncAsSint16LE(_ticksAmount);
s.syncAsByte(_walkAnywhere);
s.syncAsUint16LE(_walkOffScreenSceneId);
s.syncAsByte(_walkOffScreen);
s.syncAsByte(_needToWalk);
s.syncAsByte(_readyToWalk);
s.syncAsUint16LE(_prepareWalkFacing);
s.syncAsSint16LE(_prepareWalkPos.x);
s.syncAsSint16LE(_prepareWalkPos.y);
s.syncAsByte(_stepEnabled);
s.syncAsByte(_visible);
s.syncAsByte(_priorVisible);
for (int i = 0; i < 8; ++i)
s.syncAsByte(_spriteSetsPresent[i]);
s.syncAsByte(_facing);
s.syncAsByte(_turnToFacing);
s.syncAsSint16LE(_spritesIdx);
s.syncAsSint16LE(_frameNumber);
s.syncAsSint16LE(_currentDepth);
s.syncAsSint16LE(_currentScale);
s.syncAsSint16LE(_frameListIndex);
_stopWalkers.synchronize(s);
_walkTriggerAction.synchronize(s);
s.syncAsUint16LE(_walkTriggerDest);
s.syncAsSint16LE(_upcomingTrigger);
s.syncAsSint16LE(_trigger);
s.syncAsSint16LE(_scalingVelocity);
s.syncAsSint16LE(_pixelAccum);
s.syncAsSint16LE(_distAccum);
s.syncAsSint16LE(_deltaDistance);
s.syncAsSint16LE(_totalDistance);
s.syncAsSint16LE(_velocity);
s.syncAsUint16LE(_frameCount);
s.syncString(_spritesPrefix);
s.syncAsUint32LE(_priorTimer);
s.syncAsByte(_loadsFirst);
s.syncAsByte(_loadedFirst);
s.syncAsByte(_spritesLoaded);
s.syncAsByte(_spritesChanged);
s.syncAsByte(_beenVisible);
s.syncAsSint16LE(_centerOfGravity);
s.syncAsByte(_mirror);
}
void Player::removePlayerSprites() {
Scene &scene = _vm->_game->_scene;
int heroSpriteId = _spritesStart;
for (int i = 0; i < 8; i++) {
if (_spriteSetsPresent[i]) {
delete scene._sprites[heroSpriteId];
scene._sprites[heroSpriteId] = nullptr;
_spriteSetsPresent[i] = false;
++heroSpriteId;
}
}
scene._spriteSlots.clear();
scene._spriteSlots.fullRefresh();
_visible = false;
}
void Player::firstWalk(Common::Point fromPos, Facing fromFacing, Common::Point destPos, Facing destFacing, bool enableFl) {
_playerPos = fromPos;
_facing = fromFacing;
walk(destPos, destFacing);
_walkAnywhere = true;
_commandsAllowed = false;
_enableAtTarget = enableFl;
}
void Player::setWalkTrigger(int val) {
Scene &scene = _vm->_game->_scene;
_walkTrigger = val;
_walkTriggerDest = _vm->_game->_triggerSetupMode;
_walkTriggerAction = scene._action._activeAction;
}
void Player::resetFacing(Facing facing) {
_facing = facing;
_turnToFacing = facing;
selectSeries();
}
} // End of namespace MADS