1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259
|
/* 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.
*
*/
#ifndef MADS_PLAYER_H
#define MADS_PLAYER_H
#include "common/scummsys.h"
#include "common/str.h"
#include "common/serializer.h"
namespace MADS {
class MADSEngine;
class MADSAction;
#define PLAYER_SPRITES_FILE_COUNT 8
#define MAX_ROUTE_NODES 22
/**
* Player facings
*/
enum Facing {
FACING_NORTH = 8, FACING_SOUTH = 2, FACING_EAST = 6, FACING_WEST = 4,
FACING_NORTHEAST = 9, FACING_SOUTHEAST = 3,
FACING_SOUTHWEST = 1, FACING_NORTHWEST = 7,
FACING_NONE = 5, FACING_DUMMY = 0
};
struct StopWalkerEntry {
int _stack;
int _trigger;
StopWalkerEntry() : _stack(0), _trigger(0) {}
StopWalkerEntry(int stack, int trigger) : _stack(stack), _trigger(trigger) {}
void synchronize(Common::Serializer &s);
};
class StopWalkers : public Common::FixedStack<StopWalkerEntry, 12> {
public:
StopWalkers() : Common::FixedStack<StopWalkerEntry, 12>() {}
void synchronize(Common::Serializer &s);
};
class Player {
private:
static const int _directionListIndexes[32];
private:
MADSEngine *_vm;
bool _highSprites;
bool _spriteSetsPresent[PLAYER_SPRITES_FILE_COUNT];
bool _mirror;
int _frameCount;
int _frameListIndex;
int _distAccum;
int _pixelAccum;
int _deltaDistance;
int _totalDistance;
void clearStopList();
/**
* If the player is moving, handles figuring out the correct motion
*/
void move();
/**
* Update the player's frame number
*/
void setFrame();
/**
* Get the sprite slot index for the player
*/
int getSpriteSlot();
/**
* Get the scale for the player at the given Y position
*/
int getScale(int yp);
/**
* Sets the frame rate for the current sprite set
*/
void setBaseFrameRate();
/**
* Starts a player moving to a given destination
*/
void startMovement();
void changeFacing();
void activateTrigger();
public:
MADSAction *_action;
Facing _facing;
Facing _turnToFacing;
Facing _prepareWalkFacing;
int _xDirection, _yDirection;
Facing _targetFacing;
bool _spritesLoaded;
int _spritesStart;
int _spritesIdx;
int _numSprites;
bool _stepEnabled;
bool _spritesChanged;
bool _visible;
bool _priorVisible;
bool _beenVisible;
bool _walkAnywhere;
int _frameNumber;
bool _loadsFirst;
bool _loadedFirst;
Common::Point _playerPos;
Common::Point _targetPos;
Common::Point _posChange;
Common::Point _posDiff;
Common::Point _prepareWalkPos;
bool _moving;
int _walkOffScreen, _walkOffScreenSceneId;
int _special;
int _ticksAmount;
uint32 _priorTimer;
int _velocity;
int _upcomingTrigger;
int _trigger;
bool _scalingVelocity;
bool _forceRefresh;
bool _forcePrefix;
bool _needToWalk;
bool _readyToWalk;
bool _commandsAllowed;
bool _enableAtTarget;
int _centerOfGravity;
int _currentDepth;
int _currentScale;
Common::String _spritesPrefix;
int _walkTrigger;
TriggerMode _walkTriggerDest;
ActionDetails _walkTriggerAction;
StopWalkers _stopWalkers;
public:
Player(MADSEngine *vm);
/**
* Load sprites for the player
*/
bool loadSprites(const Common::String &prefix);
/**
* Called when the player has reached the given destination, start him
* turning to the specified facing
*/
void setFinalFacing();
/**
* Stops the player walking
*/
void cancelWalk();
/**
* Cancels any oustanding player action
*/
void cancelCommand();
/**
* Set up control parameters for the current active series (the
* direction which the player is facing in) */
void selectSeries();
/*
* Moves to the next frame for the currently active player sprite set
*/
void updateFrame();
void update();
/**
* Handler method for when the player is not moving
*/
void idle();
/**
* Starts the player walking towards a given point and direction facing
* @param pos Destination location
* @param facing Direction to face once the destination is reached
*/
void startWalking(const Common::Point &pt, Facing facing);
/**
* Used by the game scripst to make the player walk to a given destination.
* The difference from startWalking is that this contains several extra
* layers of checking that startWalking bypasses.
*/
void walk(const Common::Point &pos, Facing facing);
/**
* If a new walk sequence is pending, and has been okayed by the preparser,
* start the actual walking
*/
void newWalk();
void nextFrame();
/**
* Add a walker to the current queue
*/
void addWalker(int walker, int trigger);
/**
* Delete any sprites used by the player
*/
void releasePlayerSprites();
/**
* Serialize the data of the player
*/
void synchronize(Common::Serializer &s);
static void preloadSequences(const Common::String &prefix, int level) {
// No implementation in ScummVM
}
void removePlayerSprites();
void firstWalk(Common::Point fromPos, Facing fromFacing, Common::Point destPos, Facing destFacing, bool enableFl);
void setWalkTrigger(int val);
void resetFacing(Facing facing);
};
} // End of namespace MADS
#endif /* MADS_PLAYER_H */
|