/* 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 MADS_PLAYER_H #define MADS_PLAYER_H #include "common/scummsys.h" #include "common/str.h" namespace MADS { class MADSEngine; class MADSAction; #define PLAYER_SPRITES_FILE_COUNT 8 #define MAX_ROUTE_NODES 22 /** * Player facings */ enum Facing { FACING_NORTH = 8, FACING_SOUTH = 2, FACING_EAST = 6, FACING_WEST = 4, FACING_NORTHEAST = 9, FACING_SOUTHEAST = 3, FACING_SOUTHWEST = 1, FACING_NORTHWEST = 7, FACING_NONE = 5 }; class Player { private: static const int _directionListIndexes[32]; private: MADSEngine *_vm; bool _highSprites; bool _spriteSetsPresent[PLAYER_SPRITES_FILE_COUNT]; bool _mirror; int _frameCount; int _frameListIndex; int _distAccum; int _pixelAccum; int _deltaDistance; int _stopWalkerList[12]; int _stopWalkerTrigger[12]; int _totalDistance; void clearStopList(); /** * If the player is moving, handles figuring out the correct motion */ void move(); /** * Update the player's frame number */ void setFrame(); /** * Get the sprite slot index for the player */ int getSpriteSlot(); /** * Get the scale for the player at the given Y position */ int getScale(int yp); /** * Sets the frame rate for the current sprite set */ void setBaseFrameRate(); /** * Starts a player moving to a given destination */ void startMovement(); void changeFacing(); public: MADSAction *_action; Facing _facing; Facing _turnToFacing; Facing _prepareWalkFacing; int _xDirection, _yDirection; Facing _targetFacing; bool _spritesLoaded; int _spritesStart; int _spritesIdx; int _numSprites; bool _stepEnabled; bool _spritesChanged; bool _visible; bool _priorVisible; bool _visible3; bool _walkAnywhere; int _frameNumber; bool _loadsFirst; bool _loadedFirst; Common::Point _playerPos; Common::Point _targetPos; Common::Point _posChange; Common::Point _posDiff; Common::Point _prepareWalkPos; bool _moving; int _walkOffScreen, _walkOffScreenSceneId; int _next; int _special; int _ticksAmount; uint32 _priorTimer; int _velocity; int _upcomingTrigger; int _trigger; bool _scalingVelocity; bool _forceRefresh; bool _needToWalk; bool _readyToWalk; int _stopWalkerIndex; int _centerOfGravity; int _currentDepth; int _currentScale; Common::String _spritesPrefix; public: Player(MADSEngine *vm); /** * Load sprites for the player */ bool loadSprites(const Common::String &prefix); /** * Called when the player has reached the given destination, start him * turning to the specified facing */ void setFinalFacing(); /** * Stops the player walking */ void cancelWalk(); /** * Cancels any oustanding player action */ void cancelCommand(); /** * Set up control parameters for the current active series (the * direction which the player is facing in) */ void selectSeries(); /* * Moves to the next frame for the currently active player sprite set */ void updateFrame(); void update(); /** * Handler method for when the player is not moving */ void idle(); /** * Starts the player walking towards a given point and direction facing * @param pos Destination location * @param facing Direction to face once the destination is reached */ void startWalking(const Common::Point &pt, Facing facing); /** * Used by the game scripst to make the player walk to a given destination. * The difference from startWalking is that this contains several extra * layers of checking that startWalking bypasses. */ void walk(const Common::Point &pos, Facing facing); /** * If a new walk sequence is pending, and has been okayed by the preparser, * start the actual walking */ void newWalk(); void nextFrame(); /** * Add a walker to the current queue */ void addWalker(int walker, int trigger); /** * Delete any sprites used by the player */ void releasePlayerSprites(); }; } // End of namespace MADS #endif /* MADS_PLAYER_H */