mirror of
https://github.com/libretro/scummvm.git
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124 lines
2.7 KiB
C++
124 lines
2.7 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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* 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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#include "common/scummsys.h"
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#include "mads/mads.h"
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#include "mads/player.h"
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namespace MADS {
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Player::Player(MADSEngine *vm): _vm(vm) {
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_action = nullptr;
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_direction = 8;
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_newDirection = 8;
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_destFacing = 0;
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_spritesLoaded = false;
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_spritesStart = _numSprites = 0;
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_stepEnabled = false;
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_visible = false;
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_visible3 = false;
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_special = 0;
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_ticksAmount = 0;
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_priorTimer = 0;
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_unk3 = 0;
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_forceRefresh = false;
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}
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void Player::reset() {
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_action = &_vm->_game->_scene._action;
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_destPos = _playerPos;
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_destFacing = 5;
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_newDirection = _direction;
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_moving = false;
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_v844C0 = _v844BE = 0;
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_next = 0;
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_routeCount = 0;
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_vm->_game->_v4 = 0;
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_action->_startWalkFlag = false;
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_action->_walkFlag = false;
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}
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void Player::loadSprites(const Common::String &prefix) {
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warning("TODO: Player::loadSprites");
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}
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void Player::turnToDestFacing() {
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if (_destFacing != 5)
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_newDirection = _destFacing;
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}
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void Player::moveComplete() {
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reset();
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_action->_inProgress = false;
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}
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void Player::setupFrame() {
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resetActionList();
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warning("TODO: Player::setupFrame");
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}
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void Player::updateFrame() {
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warning("TODO: Player::updateFrame");
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}
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void Player::update() {
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warning("TODO: Player::update");
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}
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void Player::resetActionList() {
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warning("TODO: Player::resetActionList");
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}
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void Player::setDest(const Common::Point &pt, int facing) {
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warning("TODO: Player::setDest");
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}
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void Player::nextFrame() {
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_priorTimer += _ticksAmount;
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if (_vm->_events->_currentTimer >= _priorTimer) {
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_priorTimer = _vm->_events->_currentTimer;
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if (_moving) {
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move();
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} else {
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idle();
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}
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postUpdate();
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update();
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}
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}
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void Player::move() {
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warning("TODO: Player::move");
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}
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void Player::idle() {
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warning("TODO: Player::idle");
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}
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void Player::postUpdate() {
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warning("TODO: Player::postUpdate");
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}
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} // End of namespace MADS
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