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-rw-r--r--engines/mads/player.cpp794
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diff --git a/engines/mads/player.cpp b/engines/mads/player.cpp
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+++ b/engines/mads/player.cpp
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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.
+ *
+ */
+
+#include "common/scummsys.h"
+#include "mads/mads.h"
+#include "mads/player.h"
+
+namespace MADS {
+
+#define PLAYER_SEQ_INDEX -2
+
+const int Player::_directionListIndexes[32] = {
+ 0, 7, 4, 3, 6, 0, 2, 5, 0, 1, 9, 4, 1, 2, 7, 9, 3, 8, 9, 6, 7, 2, 3, 6, 1, 7, 9, 4, 7, 8, 0, 0
+};
+
+Player::Player(MADSEngine *vm)
+ : _vm(vm) {
+ _action = nullptr;
+ _facing = FACING_NORTH;
+ _turnToFacing = FACING_NORTH;
+ _targetFacing = FACING_NORTH;
+ _prepareWalkFacing = FACING_NONE;
+ _mirror = false;
+ _spritesLoaded = false;
+ _spritesStart = 0;
+ _spritesIdx = 0;
+ _numSprites = 0;
+ _stepEnabled = false;
+ _visible = false;
+ _priorVisible = false;
+ _needToWalk = false;
+ _readyToWalk = false;
+ _beenVisible = false;
+ _loadsFirst = false;
+ _loadedFirst = false;
+ _walkAnywhere = false;
+ _special = 0;
+ _ticksAmount = 0;
+ _priorTimer = 0;
+ _trigger = 0;
+ _scalingVelocity = false;
+ _spritesChanged = false;
+ _forceRefresh = false;
+ _highSprites = false;
+ _currentDepth = 0;
+ _currentScale = 0;
+ _frameNumber = 0;
+ _centerOfGravity = 0;
+ _frameCount = 0;
+ _velocity = 0;
+ _upcomingTrigger = 0;
+ _trigger = 0;
+ _frameListIndex = 0;
+ _stopWalkerIndex = 0;
+ _totalDistance = 0;
+ _distAccum = 0;
+ _pixelAccum = 0;
+ _deltaDistance = 0;
+ _xDirection = 0;
+ _yDirection = 0;
+ _moving = false;
+ _walkOffScreen = 0;
+ _walkOffScreenSceneId = -1;
+
+ Common::fill(&_stopWalkerList[0], &_stopWalkerList[12], 0);
+ Common::fill(&_stopWalkerTrigger[0], &_stopWalkerTrigger[12], 0);
+ Common::fill(&_spriteSetsPresent[0], &_spriteSetsPresent[PLAYER_SPRITES_FILE_COUNT], false);
+}
+
+void Player::cancelWalk() {
+ Scene &scene = _vm->_game->_scene;
+ _action = &scene._action;
+ _targetPos = _playerPos;
+ _targetFacing = FACING_NONE;
+ _turnToFacing = _facing;
+ _moving = false;
+ _walkOffScreen = _walkOffScreenSceneId = 0;
+ scene._rails.resetRoute();
+ _walkAnywhere = false;
+
+ _needToWalk = false;
+ _readyToWalk = false;
+}
+
+bool Player::loadSprites(const Common::String &prefix) {
+ Common::String suffixList = "89632741";
+
+ Common::String newPrefix;
+ if (prefix.empty()) {
+ newPrefix = _spritesPrefix;
+ } else {
+ _spritesPrefix = prefix;
+ newPrefix = prefix;
+ }
+
+ _numSprites = 0;
+ if (!_spritesPrefix.empty()) {
+ for (int fileIndex = 0; fileIndex < PLAYER_SPRITES_FILE_COUNT; ++fileIndex) {
+ Common::String setName = Common::String::format("*%s_%c.SS",
+ newPrefix.c_str(), suffixList[fileIndex]);
+ if (fileIndex >= 5)
+ _highSprites = true;
+
+ _spriteSetsPresent[fileIndex] = true;
+
+ int setIndex = -1;
+ if (Common::File::exists(setName)) {
+ setIndex = _vm->_game->_scene._sprites.addSprites(setName, 4);
+ ++_numSprites;
+ } else if (fileIndex < 5) {
+ _highSprites = 0;
+ return true;
+ } else {
+ _spriteSetsPresent[fileIndex] = false;
+ }
+
+ if (fileIndex == 0)
+ _spritesStart = setIndex;
+ }
+
+ _spritesLoaded = true;
+ _spritesChanged = false;
+ _highSprites = false;
+ return false;
+ } else {
+ Common::fill(&_spriteSetsPresent[0], &_spriteSetsPresent[PLAYER_SPRITES_FILE_COUNT], false);
+ _highSprites = false;
+ return false;
+ }
+}
+
+void Player::setFinalFacing() {
+ if (_targetFacing != FACING_NONE)
+ _turnToFacing = _targetFacing;
+}
+
+void Player::changeFacing() {
+ int dirIndex = 0, dirIndex2 = 0;
+ int newDir = 0, newDir2 = 0;
+
+ if (_facing != _turnToFacing) {
+ // Find the index for the given direction in the player direction list
+ int tempDir = _facing;
+ do {
+ ++dirIndex;
+ newDir += tempDir;
+ tempDir = _directionListIndexes[tempDir + 10];
+ } while (tempDir != _turnToFacing);
+ }
+
+
+ if (_facing != _turnToFacing) {
+ // Find the index for the given direction in the player direction list
+ int tempDir = _facing;
+ do {
+ ++dirIndex2;
+ newDir2 += tempDir;
+ tempDir = _directionListIndexes[tempDir + 20];
+ } while (tempDir != _turnToFacing);
+ }
+
+ int diff = dirIndex - dirIndex2;
+ if (diff == 0)
+ diff = newDir - newDir2;
+
+ _facing = (diff >= 0) ? (Facing)_directionListIndexes[_facing + 20] :
+ (Facing)_directionListIndexes[_facing + 10];
+ selectSeries();
+
+ if ((_facing == _turnToFacing) && !_moving)
+ updateFrame();
+
+ _priorTimer += 1;
+}
+
+void Player::cancelCommand() {
+ cancelWalk();
+ _action->_inProgress = false;
+}
+
+void Player::selectSeries() {
+ Scene &scene = _vm->_game->_scene;
+
+ clearStopList();
+ _mirror = false;
+
+ _spritesIdx = _directionListIndexes[_facing];
+ if (!_spriteSetsPresent[_spritesIdx]) {
+ // Direction isn't present, so use alternate direction, with entries flipped
+ _spritesIdx -= 4;
+ _mirror = true;
+ }
+
+ // If the user isn't to be present (such as for a cutscene), exit immediately
+ // WORKAROUND: Original didn't do a secondary check for the sprite set being
+ // present, but it's needed to prevent invalid reads during cutscenes
+ if ((_spritesStart + _spritesIdx) < 0 || !_spriteSetsPresent[_spritesIdx])
+ return;
+
+ SpriteAsset &spriteSet = *scene._sprites[_spritesStart + _spritesIdx];
+ assert(spriteSet._charInfo);
+ _velocity = MAX(spriteSet._charInfo->_velocity, 100);
+ setBaseFrameRate();
+
+ _frameCount = spriteSet._charInfo->_totalFrames;
+ if (_frameCount == 0)
+ _frameCount = spriteSet.getCount();
+
+ _centerOfGravity = spriteSet._charInfo->_centerOfGravity;
+
+ if ((_frameNumber <= 0) || (_frameNumber > _frameCount))
+ _frameNumber = 1;
+
+ _forceRefresh = true;
+}
+
+void Player::updateFrame() {
+ // WORKAROUND: Prevent character info being referenced when not present
+ if ((_spritesStart + _spritesIdx) < 0 || !_spriteSetsPresent[_spritesStart + _spritesIdx])
+ return;
+
+ Scene &scene = _vm->_game->_scene;
+ SpriteAsset &spriteSet = *scene._sprites[_spritesStart + _spritesIdx];
+ assert(spriteSet._charInfo);
+
+ if (!spriteSet._charInfo->_numEntries) {
+ _frameNumber = 1;
+ } else {
+ _frameListIndex = _stopWalkerList[_stopWalkerIndex];
+
+ if (!_visible) {
+ _upcomingTrigger = 0;
+ } else {
+ _upcomingTrigger = _stopWalkerTrigger[_stopWalkerIndex];
+
+ if (_stopWalkerIndex > 0)
+ --_stopWalkerIndex;
+ }
+
+ // Set the player frame number
+ int listIndex = ABS(_frameListIndex);
+ _frameNumber = (_frameListIndex >= 0) ? spriteSet._charInfo->_startFrames[listIndex] :
+ spriteSet._charInfo->_stopFrames[listIndex];
+
+ // Set next waiting period in ticks
+ if (listIndex == 0) {
+ setBaseFrameRate();
+ } else {
+ _ticksAmount = spriteSet._charInfo->_ticksList[listIndex];
+ }
+ }
+
+ _forceRefresh = true;
+}
+
+void Player::update() {
+ Scene &scene = _vm->_game->_scene;
+
+ if (_forceRefresh || (_visible != _priorVisible)) {
+ int slotIndex = getSpriteSlot();
+ if (slotIndex >= 0)
+ scene._spriteSlots[slotIndex]._flags = IMG_ERASE;
+
+ int newDepth = 1;
+ int yp = MIN(_playerPos.y, (int16)(MADS_SCENE_HEIGHT - 1));
+
+ for (int idx = 1; idx < 15; ++idx) {
+ if (scene._sceneInfo->_depthList[newDepth] >= yp)
+ newDepth = idx + 1;
+ }
+ _currentDepth = newDepth;
+
+ // Get the scale
+ int newScale = getScale(_playerPos.y);
+ _currentScale = MIN(newScale, 100);
+
+ if (_visible) {
+ // Player sprite needs to be rendered
+ SpriteSlot slot;
+ slot._flags = IMG_UPDATE;
+ slot._seqIndex = PLAYER_SEQ_INDEX;
+ slot._spritesIndex = _spritesStart + _spritesIdx;
+ slot._frameNumber = _mirror ? -_frameNumber : _frameNumber;
+ slot._position.x = _playerPos.x;
+ slot._position.y = _playerPos.y + (_centerOfGravity * newScale) / 100;
+ slot._depth = newDepth;
+ slot._scale = newScale;
+
+ if (slotIndex >= 0) {
+ // Check if the existing player slot has the same details, and can be re-used
+ SpriteSlot &s2 = scene._spriteSlots[slotIndex];
+ bool equal = (s2._seqIndex == slot._seqIndex)
+ && (s2._spritesIndex == slot._spritesIndex)
+ && (s2._frameNumber == slot._frameNumber)
+ && (s2._position == slot._position)
+ && (s2._depth == slot._depth)
+ && (s2._scale == slot._scale);
+
+ if (equal)
+ // Undo the prior expiry of the player sprite
+ s2._flags = IMG_STATIC;
+ else
+ slotIndex = -1;
+ }
+
+ if (slotIndex < 0) {
+ // New slot needed, so allocate one and copy the slot data
+ slotIndex = scene._spriteSlots.add();
+ scene._spriteSlots[slotIndex] = slot;
+ }
+
+ // If changing a scene, check to change the scene when the player
+ // has moved off-screen
+ if (_walkOffScreen) {
+ SpriteAsset *asset = scene._sprites[slot._spritesIndex];
+ MSprite *frame = asset->getFrame(_frameNumber - 1);
+ int xScale = frame->w * newScale / 200;
+ int yScale = frame->h * newScale / 100;
+ int playerX = slot._position.x;
+ int playerY = slot._position.y;
+
+ if ((playerX + xScale) < 0 || (playerX + xScale) >= MADS_SCREEN_WIDTH ||
+ playerY < 0 || (playerY + yScale) >= MADS_SCENE_HEIGHT) {
+ scene._nextSceneId = _walkOffScreen;
+ _walkOffScreen = 0;
+ _walkAnywhere = false;
+ }
+ }
+
+ }
+ }
+
+ _beenVisible |= _visible;
+ _priorVisible = _visible;
+ _forceRefresh = false;
+}
+
+void Player::clearStopList() {
+ _stopWalkerList[0] = 0;
+ _stopWalkerTrigger[0] = 0;
+ _stopWalkerIndex = 0;
+ _upcomingTrigger = 0;
+ _trigger = 0;
+}
+
+void Player::startWalking(const Common::Point &pt, Facing facing) {
+ Scene &scene = _vm->_game->_scene;
+
+ clearStopList();
+ setBaseFrameRate();
+ _moving = true;
+ _targetFacing = facing;
+
+ bool v = scene._depthSurface.getDepthHighBit(pt);
+
+ scene._rails.setupRoute(v, _playerPos, pt);
+}
+
+void Player::walk(const Common::Point &pos, Facing facing) {
+ cancelWalk();
+ _needToWalk = true;
+ _readyToWalk = true;
+ _prepareWalkPos = pos;
+ _prepareWalkFacing = facing;
+}
+
+void Player::nextFrame() {
+ Scene &scene = _vm->_game->_scene;
+
+ uint32 newTime = _priorTimer + _ticksAmount;
+ if (scene._frameStartTime >= newTime) {
+ _priorTimer = scene._frameStartTime;
+ if (_moving) {
+ move();
+ } else {
+ idle();
+ }
+
+ setFrame();
+ update();
+ }
+}
+
+void Player::move() {
+ Scene &scene = _vm->_game->_scene;
+ Rails &rails = scene._rails;
+ bool newFacing = false;
+
+ if (_moving) {
+ while (!_walkOffScreen && _playerPos == _targetPos) {
+ bool isRouteEmpty = rails.empty();
+ if (!isRouteEmpty) {
+ const WalkNode &node = rails.popNode();
+
+ _targetPos = node._walkPos;
+ newFacing = true;
+ } else if (!_walkOffScreenSceneId) {
+ // End of walking path
+ rails.resetRoute();
+ _moving = false;
+ setFinalFacing();
+ newFacing = true;
+ } else {
+ _walkOffScreen = _walkOffScreenSceneId;
+ _walkAnywhere = true;
+ _walkOffScreenSceneId = 0;
+ _stepEnabled = false;
+ newFacing = false;
+ }
+
+ if (!_moving)
+ break;
+ }
+ }
+
+ if (newFacing && _moving)
+ startMovement();
+
+ if (_turnToFacing != _facing)
+ changeFacing();
+ else if (!_moving)
+ updateFrame();
+
+ int velocity = _velocity;
+ if (_scalingVelocity && (_totalDistance > 0)) {
+ int angleRange = 100 - _currentScale;
+ int angleScale = angleRange * (_posDiff.x - 1) / _totalDistance + _currentScale;
+ velocity = MAX(1L, (angleScale * _currentScale * velocity) / 10000L);
+ }
+
+ if (!_moving || (_facing != _turnToFacing))
+ return;
+
+ Common::Point newPos = _playerPos;
+ newFacing = false;
+ _special = 0;
+
+ if (_distAccum < velocity) {
+ do {
+ if (_pixelAccum < _posDiff.x)
+ _pixelAccum += _posDiff.y;
+ if (_pixelAccum >= _posDiff.x) {
+ if ((_posChange.y > 0) || _walkOffScreen)
+ newPos.y += _yDirection;
+ --_posChange.y;
+ _pixelAccum -= _posDiff.x;
+ }
+
+ if (_pixelAccum < _posDiff.x) {
+ if ((_posChange.x > 0) || _walkOffScreen)
+ newPos.x += _xDirection;
+ --_posChange.x;
+ }
+
+ if (!_walkAnywhere && !_walkOffScreen && (_walkOffScreenSceneId == 0)) {
+ newFacing = scene._depthSurface.getDepthHighBit(newPos);
+
+ if (_special == 0)
+ _special = scene.getDepthHighBits(newPos);
+ }
+
+ _distAccum += _deltaDistance;
+
+ } while ((_distAccum < velocity) && !newFacing && ((_posChange.x > 0) || (_posChange.y > 0) || (_walkOffScreen != 0)));
+ }
+
+ _distAccum -= velocity;
+
+ if (newFacing) {
+ cancelCommand();
+ } else {
+ if (!_walkOffScreen) {
+ // If the move is complete, make sure the position is exactly on the given destination
+ if (_posChange.x == 0)
+ newPos.x = _targetPos.x;
+ if (_posChange.y == 0)
+ newPos.y = _targetPos.y;
+ }
+
+ _playerPos = newPos;
+ }
+}
+
+void Player::idle() {
+ Scene &scene = _vm->_game->_scene;
+
+ if (_facing != _turnToFacing) {
+ // The direction has changed, so reset for new direction
+ changeFacing();
+ return;
+ }
+
+ if ((_spritesStart + _spritesIdx) < 0 || !_spriteSetsPresent[_spritesStart + _spritesIdx])
+ return;
+
+ SpriteAsset &spriteSet = *scene._sprites[_spritesStart + _spritesIdx];
+ assert(spriteSet._charInfo);
+ if (spriteSet._charInfo->_numEntries == 0)
+ // No entries, so exit immediately
+ return;
+
+ int frameIndex = ABS(_frameListIndex);
+ int direction = (_frameListIndex < 0) ? -1 : 1;
+
+ if (frameIndex >= spriteSet._charInfo->_numEntries) {
+ // Reset back to the start of the list
+ _frameListIndex = 0;
+ } else {
+ _frameNumber += direction;
+ _forceRefresh = true;
+
+ if (spriteSet._charInfo->_stopFrames[frameIndex] < _frameNumber) {
+ _trigger = _upcomingTrigger;
+ updateFrame();
+ }
+ if (spriteSet._charInfo->_startFrames[frameIndex] < _frameNumber) {
+ _trigger = _upcomingTrigger;
+ updateFrame();
+ }
+ }
+}
+
+void Player::setFrame() {
+ if (_moving) {
+ if (++_frameNumber > _frameCount)
+ _frameNumber = 1;
+ _forceRefresh = true;
+ } else {
+ if (!_forceRefresh)
+ idle();
+ }
+}
+
+int Player::getSpriteSlot() {
+ SpriteSlots &spriteSlots = _vm->_game->_scene._spriteSlots;
+
+ for (uint idx = 0; idx < spriteSlots.size(); ++idx) {
+ if (spriteSlots[idx]._seqIndex == PLAYER_SEQ_INDEX &&
+ spriteSlots[idx]._flags >= IMG_STATIC)
+ return idx;
+ }
+
+ return - 1;
+}
+
+int Player::getScale(int yp) {
+ Scene &scene = _vm->_game->_scene;
+
+ int scale = (scene._bandsRange == 0) ? scene._sceneInfo->_maxScale :
+ (yp - scene._sceneInfo->_yBandsStart) * scene._scaleRange / scene._bandsRange +
+ scene._sceneInfo->_minScale;
+
+ return MIN(scale, 100);
+}
+
+void Player::setBaseFrameRate() {
+ Scene &scene = _vm->_game->_scene;
+
+ SpriteAsset &spriteSet = *scene._sprites[_spritesStart + _spritesIdx];
+ assert(spriteSet._charInfo);
+
+ _ticksAmount = spriteSet._charInfo->_ticksAmount;
+ if (_ticksAmount == 0)
+ _ticksAmount = 6;
+}
+
+void Player::startMovement() {
+ int xDiff = _targetPos.x - _playerPos.x;
+ int yDiff = _targetPos.y - _playerPos.y;
+ int srcScale = getScale(_playerPos.y);
+ int destScale = getScale(_targetPos.y);
+
+ // Sets the X direction
+ if (xDiff > 0)
+ _xDirection = 1;
+ else if (xDiff < 0)
+ _xDirection = -1;
+ else
+ _xDirection = 0;
+
+ // Sets the Y direction
+ if (yDiff > 0)
+ _yDirection = 1;
+ else if (yDiff < 0)
+ _yDirection = -1;
+ else
+ _yDirection = 0;
+
+ xDiff = ABS(xDiff);
+ yDiff = ABS(yDiff);
+ int scaleDiff = ABS(srcScale - destScale);
+
+ int xAmt100 = xDiff * 100;
+ int yAmt100 = yDiff * 100;
+ int xAmt33 = xDiff * 33;
+
+ int scaleAmount = (_scalingVelocity ? scaleDiff * 3 : 0) + 100 * yDiff / 100;
+ int scaleAmount100 = scaleAmount * 100;
+
+ // Figure out direction that will need to be moved in
+ int majorDir;
+ if (xDiff == 0) {
+ majorDir = 1;
+ } else if (yDiff == 0) {
+ majorDir = 3;
+ } else {
+ if ((scaleAmount < xDiff) && ((xAmt33 / scaleAmount) >= 141))
+ majorDir = 3;
+ else if (yDiff <= xDiff)
+ majorDir = 2;
+ else if ((scaleAmount100 / xDiff) >= 141)
+ majorDir = 1;
+ else
+ majorDir = 2;
+ }
+
+ switch (majorDir) {
+ case 1:
+ _turnToFacing = (_yDirection <= 0) ? FACING_NORTH : FACING_SOUTH;
+ break;
+ case 2: {
+ _turnToFacing = (Facing)(((_yDirection <= 0) ? 9 : 3) - ((_xDirection <= 0) ? 2 : 0));
+ break;
+ }
+ case 3:
+ _turnToFacing = (_xDirection <= 0) ? FACING_WEST : FACING_EAST;
+ break;
+ default:
+ break;
+ }
+
+ _totalDistance = sqrt((double)(xAmt100 * xAmt100 + yAmt100 * yAmt100));
+ _posDiff.x = xDiff + 1;
+ _posDiff.y = yDiff + 1;
+ _posChange.x = xDiff;
+ _posChange.y = yDiff;
+
+ int majorChange = MAX(xDiff, yDiff);
+ _deltaDistance = (majorChange == 0) ? 0 : _totalDistance / majorChange;
+
+ if (_playerPos.x > _targetPos.x)
+ _pixelAccum = MAX(_posChange.x, _posChange.y);
+ else
+ _pixelAccum = 0;
+
+ _totalDistance /= 100;
+ _distAccum = -_deltaDistance;
+}
+
+void Player::newWalk() {
+ if (_needToWalk && _readyToWalk) {
+ startWalking(_prepareWalkPos, _prepareWalkFacing);
+ _needToWalk = false;
+ }
+}
+
+void Player::addWalker(int walker, int trigger) {
+ Scene &scene = _vm->_game->_scene;
+ SpriteAsset &spriteSet = *scene._sprites[_spritesStart + _spritesIdx];
+ assert(spriteSet._charInfo);
+
+ if (walker < spriteSet._charInfo->_numEntries && _stopWalkerIndex < 11) {
+ ++_stopWalkerIndex;
+ _stopWalkerList[_stopWalkerIndex] = walker;
+ _stopWalkerTrigger[_stopWalkerIndex] = trigger;
+ }
+}
+
+
+/**
+* Releases any sprites used by the player
+*/
+void Player::releasePlayerSprites() {
+ Scene &scene = _vm->_game->_scene;
+
+ if (_spritesLoaded && _numSprites > 0) {
+ int spriteEnd = _spritesStart + _numSprites - 1;
+ do {
+ scene._sprites.remove(spriteEnd);
+ } while (--spriteEnd >= _spritesStart);
+ }
+
+ _numSprites = 0;
+ _spritesLoaded = false;
+ _spritesChanged = true;
+
+ if (scene._sprites._assetCount > 0) {
+ warning("Player::releasePlayerSprites(): leftover sprites remain, clearing list");
+ scene._sprites.clear();
+ }
+}
+
+void Player::synchronize(Common::Serializer &s) {
+ s.syncAsByte(_moving);
+ s.syncAsSint16LE(_playerPos.x);
+ s.syncAsSint16LE(_playerPos.y);
+ s.syncAsSint16LE(_targetPos.x);
+ s.syncAsSint16LE(_targetPos.y);
+ s.syncAsSint16LE(_xDirection);
+ s.syncAsSint16LE(_yDirection);
+ s.syncAsSint16LE(_posDiff.x);
+ s.syncAsSint16LE(_posDiff.y);
+ s.syncAsSint16LE(_posChange.x);
+ s.syncAsSint16LE(_posChange.y);
+ s.syncAsUint16LE(_targetFacing);
+ s.syncAsSint16LE(_special);
+ s.syncAsByte(_forceRefresh);
+ s.syncAsSint16LE(_ticksAmount);
+ s.syncAsByte(_walkAnywhere);
+ s.syncAsUint16LE(_walkOffScreenSceneId);
+ s.syncAsByte(_walkOffScreen);
+ s.syncAsByte(_needToWalk);
+ s.syncAsByte(_readyToWalk);
+ s.syncAsUint16LE(_prepareWalkFacing);
+ s.syncAsSint16LE(_prepareWalkPos.x);
+ s.syncAsSint16LE(_prepareWalkPos.y);
+ s.syncAsByte(_stepEnabled);
+ s.syncAsByte(_visible);
+ s.syncAsByte(_priorVisible);
+
+ for (int i = 0; i < 8; ++i)
+ s.syncAsByte(_spriteSetsPresent[i]);
+
+ s.syncAsByte(_facing);
+ s.syncAsByte(_turnToFacing);
+ s.syncAsSint16LE(_spritesIdx);
+ s.syncAsSint16LE(_frameNumber);
+ s.syncAsSint16LE(_currentDepth);
+ s.syncAsSint16LE(_currentScale);
+ s.syncAsSint16LE(_frameListIndex);
+
+ for (int i = 0; i < 12; ++i) {
+ s.syncAsSint16LE(_stopWalkerList[i]);
+ s.syncAsSint16LE(_stopWalkerTrigger[i]);
+ }
+
+ s.syncAsSint16LE(_stopWalkerIndex);
+ s.syncAsSint16LE(_upcomingTrigger);
+ s.syncAsSint16LE(_trigger);
+ s.syncAsSint16LE(_scalingVelocity);
+ s.syncAsSint16LE(_pixelAccum);
+ s.syncAsSint16LE(_distAccum);
+ s.syncAsSint16LE(_deltaDistance);
+ s.syncAsSint16LE(_totalDistance);
+ s.syncAsSint16LE(_velocity);
+ s.syncAsUint16LE(_frameCount);
+ s.syncString(_spritesPrefix);
+ s.syncAsUint32LE(_priorTimer);
+ s.syncAsByte(_loadsFirst);
+ s.syncAsByte(_loadedFirst);
+ s.syncAsByte(_spritesLoaded);
+ s.syncAsByte(_spritesChanged);
+ s.syncAsByte(_beenVisible);
+ s.syncAsSint16LE(_centerOfGravity);
+ s.syncAsByte(_mirror);
+}
+
+void Player::removePlayerSprites() {
+ Scene &scene = _vm->_game->_scene;
+ int heroSpriteId = _spritesStart;
+ for (int i = 0; i < 8; i++) {
+ if (_spriteSetsPresent[i]) {
+ scene._sprites.remove(heroSpriteId++);
+ _spriteSetsPresent[i] = false;
+ }
+ }
+
+ if (scene._activeAnimation != nullptr)
+ scene._activeAnimation->resetSpriteSetsCount();
+
+ scene._spriteSlots.fullRefresh();
+ _visible = false;
+}
+
+} // End of namespace MADS