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
|
/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef DARKSEED_PLAYER_H
#define DARKSEED_PLAYER_H
#include "common/rect.h"
#include "common/path.h"
#include "darkseed/nsp.h"
namespace Darkseed {
class Player {
Nsp _cPlayerSprites;
Nsp _gPlayerSprites;
public:
Nsp _animations;
int _frameIdx = 0;
int _direction = 0;
Common::Point _position;
Common::Point _positionLong; // the original sometimes seems to use a long (4 byte) version of the location
Common::Point _walkTarget;
Common::Point _finalTarget;
int16 _playerSpriteWalkIndex_maybe = 0;
int16 _playerWalkFrameDeltaOffset = 0;
int16 _playerNewFacingDirection_maybe = 0;
uint16 _playerWalkFrameIdx = 0;
bool _actionToPerform = false; // player is pathfinding to some destination?
bool _playerIsChangingDirection = false; // AKA _Rotating
bool _isAutoWalkingToBed = false;
bool _heroMoving = false; // maybe set to true while player is walking around the room.
bool _heroWaiting = false;
int _walkPathIndex = -1;
uint16 _numConnectorsInWalkPath = 0;
Common::Array<Common::Point> _connectorList;
int16 _sequenceRotation = -1;
bool _walkToSequence = false;
Common::Point _walkToSequencePoint;
bool _flipSprite = false;
Player();
bool loadAnimations(const Common::Path &filename);
const Sprite &getSprite(int frameNo) const;
void updateSprite();
void draw();
bool isAtPosition(int x, int y) const;
bool isAtWalkTarget() const;
void calculateWalkTarget();
void changeDirection(int16 oldDir, int16 newDir);
void playerFaceWalkTarget();
int getWidth();
int getHeight();
void updatePlayerPositionAfterRoomChange();
void setPlayerTowardsBedroom();
void walkToNextConnector();
private:
void createConnectorPathToDest();
Common::Point getClosestUnusedConnector(int16 x, int16 y, bool mustHaveCleanLine = false);
void reverseConnectorList();
void optimisePath();
};
} // namespace Darkseed
#endif // DARKSEED_PLAYER_H
|