scummvm/engines/parallaction/walk.h
2009-03-07 19:24:31 +00:00

102 lines
2.4 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.
*
* $URL$
* $Id$
*
*/
#ifndef PARALLACTION_WALK_H
#define PARALLACTION_WALK_H
#include "common/ptr.h"
#include "common/list.h"
#include "parallaction/objects.h"
namespace Parallaction {
struct Character;
class PathWalker_NS {
AnimationPtr _a;
PointList _walkPath;
int16 _direction, _step;
// builder routines
PointList _subPath;
void correctPathPoint(Common::Point &to);
uint32 buildSubPath(const Common::Point& pos, const Common::Point& stop);
uint16 walkFunc1(const Common::Point &to, Common::Point& node);
// walker routines
void finalizeWalk();
void clipMove(Common::Point& pos, const Common::Point& to);
void checkDoor(const Common::Point &foot);
void updateDirection(const Common::Point& pos, const Common::Point& to);
public:
PathWalker_NS();
void buildPath(AnimationPtr a, uint16 x, uint16 y);
void walk();
};
class PathWalker_BR {
struct State {
bool _active;
AnimationPtr _a;
int _walkDelay;
int _fieldC;
Common::Point _startFoot;
bool _first;
int _step;
int _dirFrame;
PointList _walkPath;
};
State _character;
State _follower;
void finalizeWalk(State &s);
bool directPathExists(const Common::Point &from, const Common::Point &to);
void buildPath(State &s, uint16 x, uint16 y);
void doWalk(State &s);
void checkTrap(const Common::Point &p);
public:
PathWalker_BR();
~PathWalker_BR() { }
void setCharacterPath(AnimationPtr a, uint16 x, uint16 y);
void setFollowerPath(AnimationPtr a, uint16 x, uint16 y);
void stopFollower();
void walk();
};
}
#endif