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100 lines
2.5 KiB
C++
100 lines
2.5 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 PARALLACTION_WALK_H
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#define PARALLACTION_WALK_H
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#include "common/ptr.h"
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#include "common/list.h"
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#include "parallaction/objects.h"
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namespace Parallaction {
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struct Character;
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class PathWalker_NS {
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AnimationPtr _a;
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PointList _walkPath;
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int16 _direction, _step;
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// builder routines
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PointList _subPath;
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void correctPathPoint(Common::Point &to);
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uint32 buildSubPath(const Common::Point& pos, const Common::Point& stop);
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uint16 walkFunc1(const Common::Point &to, Common::Point& node);
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// walker routines
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void finalizeWalk();
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void clipMove(Common::Point& pos, const Common::Point& to);
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void checkDoor(const Common::Point &foot);
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void updateDirection(const Common::Point& pos, const Common::Point& to);
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Parallaction *_vm;
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public:
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PathWalker_NS(Parallaction *vm);
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void buildPath(AnimationPtr a, uint16 x, uint16 y);
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void walk();
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};
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class PathWalker_BR {
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struct State {
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bool _active;
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AnimationPtr _a;
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int _walkDelay;
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bool _stillWalkingTowardsNode;
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Common::Point _startFoot;
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bool _first;
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int _step;
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int _dirFrame;
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PointList _walkPath;
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};
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State _character;
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State _follower;
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void finalizeWalk(State &s);
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bool directPathExists(const Common::Point &from, const Common::Point &to);
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void buildPath(State &s, uint16 x, uint16 y);
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void doWalk(State &s);
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void checkTrap(const Common::Point &p);
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Parallaction *_vm;
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public:
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PathWalker_BR(Parallaction *vm);
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~PathWalker_BR() { }
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void setCharacterPath(AnimationPtr a, uint16 x, uint16 y);
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void setFollowerPath(AnimationPtr a, uint16 x, uint16 y);
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void stopFollower();
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void walk();
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};
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}
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#endif
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