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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 GNAP_CHARACTER_H
+#define GNAP_CHARACTER_H
+
+namespace Gnap {
+
+class GnapEngine;
+
+enum Facing {
+ kDirIdleLeft = 0,
+ kDirBottomRight = 1,
+ kDirBottomLeft = 3,
+ kDirIdleRight = 4,
+ kDirUpLeft = 5,
+ kDirUpRight = 7
+};
+
+struct GridStruct {
+ int _deltaX, _deltaY;
+ int _gridX1, _gridY1;
+ int _sequenceId;
+ int _id;
+};
+
+const int kMaxGridStructs = 30;
+
+class Character {
+public:
+ Character(GnapEngine *vm);
+ virtual ~Character();
+
+ void walkStep();
+
+ virtual int getSequenceId(int kind, Common::Point gridPos) = 0;
+ virtual void playSequence(int sequenceId) = 0;
+ virtual void updateIdleSequence() = 0;
+ virtual void updateIdleSequence2() = 0;
+ virtual void initPos(int gridX, int gridY, Facing facing) = 0;
+ virtual int getWalkSequenceId(int deltaX, int deltaY) = 0;
+ virtual bool walkTo(Common::Point gridPos, int animationIndex, int sequenceId, int flags) = 0;
+
+ Common::Point _pos;
+ Facing _idleFacing;
+ int _actionStatus;
+ int _sequenceId;
+ int _sequenceDatNum;
+ int _id;
+ int _gridX;
+ int _gridY;
+ int _walkNodesCount;
+ GridStruct _walkNodes[kMaxGridStructs];
+ int _walkDestX, _walkDestY;
+ int _walkDeltaX, _walkDeltaY, _walkDirX, _walkDirY, _walkDirXIncr, _walkDirYIncr;
+
+protected:
+ GnapEngine *_vm;
+};
+
+class PlayerGnap : public Character {
+public:
+ PlayerGnap(GnapEngine *vm);
+ virtual int getSequenceId(int kind, Common::Point gridPos);
+ virtual void initPos(int gridX, int gridY, Facing facing);
+ virtual void playSequence(int sequenceId);
+ virtual void updateIdleSequence();
+ virtual void updateIdleSequence2();
+ virtual int getWalkSequenceId(int deltaX, int deltaY);
+ virtual bool walkTo(Common::Point gridPos, int animationIndex, int sequenceId, int flags);
+
+ void actionIdle(int sequenceId);
+ bool doPlatypusAction(int gridX, int gridY, int platSequenceId, int callback);
+ int getShowSequenceId(int index, int gridX, int gridY);
+ Facing getWalkFacing(int deltaX, int deltaY);
+ int getWalkStopSequenceId(int deltaX, int deltaY);
+ void idle();
+ void initBrainPulseRndValue();
+ void kissPlatypus(int callback);
+ void playBrainPulsating(Common::Point gridPos = Common::Point(0, 0));
+ void playIdle(Common::Point gridPos = Common::Point(0, 0));
+ void playImpossible(Common::Point gridPos = Common::Point(0, 0));
+ void playMoan1(Common::Point gridPos = Common::Point(0, 0));
+ void playMoan2(Common::Point gridPos = Common::Point(0, 0));
+ void playPullOutDevice(Common::Point gridPos = Common::Point(0, 0));
+ void playPullOutDeviceNonWorking(Common::Point gridPos = Common::Point(0, 0));
+ void playScratchingHead(Common::Point gridPos = Common::Point(0, 0));
+ void playShowCurrItem(Common::Point destPos, int gridLookX, int gridLookY);
+ void playShowItem(int itemIndex, int gridLookX, int gridLookY);
+ void playUseDevice(Common::Point gridPos = Common::Point(0, 0));
+ void useDeviceOnPlatypus();
+ void useDisguiseOnPlatypus();
+ void useJointOnPlatypus();
+
+ int _brainPulseNum;
+ int _brainPulseRndValue;
+
+private:
+ bool findPath1(int gridX, int gridY, int index);
+ bool findPath2(int gridX, int gridY, int index);
+ bool findPath3(int gridX, int gridY);
+ bool findPath4(int gridX, int gridY);
+};
+
+class PlayerPlat : public Character {
+public:
+ PlayerPlat(GnapEngine *vm);
+ virtual ~PlayerPlat() {}
+ virtual int getSequenceId(int kind = 0, Common::Point gridPos = Common::Point(0, 0));
+ virtual void initPos(int gridX, int gridY, Facing facing);
+ virtual void playSequence(int sequenceId);
+ virtual void updateIdleSequence();
+ virtual void updateIdleSequence2();
+ virtual int getWalkSequenceId(int deltaX, int deltaY);
+ virtual bool walkTo(Common::Point gridPos, int animationIndex, int sequenceId, int flags);
+
+ void makeRoom();
+
+private:
+ bool findPath1(int gridX, int gridY, int index);
+ bool findPath2(int gridX, int gridY, int index);
+ bool findPath3(int gridX, int gridY);
+ bool findPath4(int gridX, int gridY);
+};
+} // End of namespace Gnap
+
+#endif // GNAP_CHARACTER_H