/* 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, Manager { private: int _leftDelta, _rightDelta; int _upDelta, _downDelta; int _scrollConst; int _sideWalkMin, _sideWalkMax; int _upWalkMin, _upWalkMax; int _downWalkMin, _downWalkMax; int _diagUpWalkMin, _diagUpWalkMax; int _diagDownWalkMin, _diagDownWalkMax; Common::Point _guard; Direction _move; int _xFlag, _yFlag; SpriteResource *_playerSprites1; byte *_manPal1; int _scrollEnd; int _inactiveYOff; void checkMove(); 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(); bool scrollUp(); bool scrollDown(); bool scrollLeft(); bool scrollRight(); public: Direction _playerDirection; SpriteResource *_playerSprites; // Fields in original Player structure byte *_monData; 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; // 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); ~Player(); void load(); void loadSprites(const Common::String &name); void freeSprites(); void calcManScale(); void walk(); void calcPlayer(); void checkScroll(); /** * Synchronize savegame data */ void synchronize(Common::Serializer &s); }; } // End of namespace Access #endif /* ACCESS_PLAYER_H */