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+/* 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 ACCESS_PLAYER_H
+#define ACCESS_PLAYER_H
+
+#include "common/scummsys.h"
+#include "common/rect.h"
+#include "common/serializer.h"
+#include "access/asurface.h"
+#include "access/data.h"
+
+namespace Access {
+
+#define PLAYER_DATA_COUNT 8
+
+enum Direction {
+ NONE = 0,
+ UP = 1,
+ DOWN = 2,
+ LEFT = 3,
+ RIGHT = 4,
+ UPRIGHT = 5,
+ DOWNRIGHT = 6,
+ UPLEFT = 7,
+ DOWNLEFT = 8
+};
+
+class AccessEngine;
+
+class Player : public ImageEntry, public Manager {
+protected:
+ int _leftDelta, _rightDelta;
+ int _upDelta, _downDelta;
+ int _scrollConst;
+ int _sideWalkMin, _sideWalkMax;
+ int _upWalkMin, _upWalkMax;
+ int _downWalkMin, _downWalkMax;
+ int _diagUpWalkMin, _diagUpWalkMax;
+ int _diagDownWalkMin, _diagDownWalkMax;
+ SpriteResource *_playerSprites1;
+ byte *_manPal1;
+ int _scrollEnd;
+ int _inactiveYOff;
+
+ void plotCom(int v1);
+ void plotCom1();
+ void plotCom2();
+ void plotCom3();
+
+ void walkUp();
+ void walkDown();
+ void walkLeft();
+ void walkRight();
+ void walkUpLeft();
+ void walkDownLeft();
+ void walkUpRight();
+ void walkDownRight();
+ void checkScrollUp();
+ bool scrollUp();
+ bool scrollDown();
+ bool scrollLeft();
+ bool scrollRight();
+public:
+ Direction _playerDirection;
+ SpriteResource *_playerSprites;
+ // Fields in original Player structure
+ int _walkOffRight[PLAYER_DATA_COUNT];
+ int _walkOffLeft[PLAYER_DATA_COUNT];
+ int _walkOffUp[PLAYER_DATA_COUNT];
+ int _walkOffDown[PLAYER_DATA_COUNT];
+ Common::Point _walkOffUR[PLAYER_DATA_COUNT];
+ Common::Point _walkOffDR[PLAYER_DATA_COUNT];
+ Common::Point _walkOffUL[PLAYER_DATA_COUNT];
+ Common::Point _walkOffDL[PLAYER_DATA_COUNT];
+ byte _rawTempL;
+ int _rawXTemp;
+ byte _rawYTempL;
+ int _rawYTemp;
+ Common::Point _playerOffset;
+ int _playerXLow;
+ int _playerX;
+ int _playerYLow;
+ int _playerY;
+ int _frame;
+ int _xFlag, _yFlag;
+ Direction _move;
+
+ // Additional public globals we've added to new Player class
+ bool _playerOff;
+ bool _playerMove;
+ Common::Point _moveTo;
+ bool _collideFlag;
+ bool _scrollFlag;
+ int _scrollThreshold;
+ int _scrollAmount;
+
+ // Additional globals that need to be saved
+ int _roomNumber;
+ Common::Point _rawPlayerLow;
+ Common::Point _rawPlayer;
+public:
+ Player(AccessEngine *vm);
+ virtual ~Player();
+ static Player *init(AccessEngine *vm);
+
+ virtual void load();
+
+ void loadSprites(const Common::String &name);
+
+ void freeSprites();
+
+ void removeSprite1();
+
+ void calcManScale();
+
+ void walk();
+
+ void calcPlayer();
+
+ void checkScroll();
+
+ void checkMove();
+
+ /**
+ * Synchronize savegame data
+ */
+ void synchronize(Common::Serializer &s);
+};
+
+} // End of namespace Access
+
+#endif /* ACCESS_PLAYER_H */