scummvm/engines/cge2/hero.h
Tomasz Długosz eaab877d66 JANITORIAL: fix the name of original author of cge and cge2
The first name is Janusz, not Janus.
The correct name was used in AUTHORS and credits.
In case of doubts, see his personal webpage: https://www.jbw.pl/ - name is in the page footer
2020-04-18 20:59:57 +02:00

115 lines
2.9 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* 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.
*
*/
/*
* This code is based on original Sfinx source code
* Copyright (c) 1994-1997 Janusz B. Wisniewski and L.K. Avalon
*/
#ifndef CGE2_HERO_H
#define CGE2_HERO_H
#include "cge2/cge2.h"
#include "cge2/vga13h.h"
#include "cge2/snail.h"
namespace CGE2 {
#define kMaxTry 400
class Hero;
struct HeroTab {
Hero *_ptr;
Sprite *_face;
Sprite *_pocket[kPocketMax + 1];
int _downPocketId[kPocketMax + 1];
int _pocPtr;
V2D *_posTab[kSceneMax];
HeroTab(CGE2Engine *vm) {
_ptr = nullptr;
_face = nullptr;
for (int i = 0; i < kPocketMax + 1; i++) {
_pocket[i] = nullptr;
_downPocketId[i] = -1;
}
_pocPtr = 0;
for (int i = 0; i < kSceneMax; i++)
_posTab[i] = nullptr;
}
~HeroTab() {
for (int i = 0; i < kSceneMax; i++)
delete _posTab[i];
}
};
class Hero : public Sprite {
int _hig[kDimMax];
Sprite *_contact;
public:
BitmapPtr _dim[kDimMax];
V3D _trace[kWayMax];
enum Dir { kNoDir = -1, kSS, kWW, kNN, kEE } _dir;
int _curDim;
int _tracePtr;
int _reachStart, _reachCycle, _sayStart, _funStart;
int _funDel0, _funDel;
int _maxDist;
bool _ignoreMap;
Hero(CGE2Engine *vm);
~Hero() override;
void tick() override;
Sprite *expand() override;
Sprite *contract() override;
Sprite *setContact();
int stepSize() { return _ext->_seq[7]._dx; }
int distance(V3D pos);
int distance(Sprite * spr);
void turn(Dir d);
void park();
int len(V2D v);
bool findWay();
static int snap(int p, int q, int grid);
void walkTo(V3D pos);
void walkTo(V2D pos) { walkTo(screenToGround(pos)); }
V3D screenToGround(V2D pos);
void walkTo(Sprite *spr);
void say() { step(_sayStart); }
void fun();
void resetFun() { _funDel = _funDel0; }
void hStep();
bool lower(Sprite * spr);
int cross(const V2D &a, const V2D &b);
int mapCross(const V2D &a, const V2D &b);
int mapCross(const V3D &a, const V3D &b);
Hero *other() { return _vm->_heroTab[!(_ref & 1)]->_ptr;}
Action action() { return (Action)(_ref % 10); }
void reach(int mode);
void setCurrent();
void setScene(int c) override;
void operator++();
void operator--();
};
} // End of namespace CGE2
#endif // CGE2_HERO_H