/* 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 PARALLACTION_WALK_H #define PARALLACTION_WALK_H #include "common/ptr.h" #include "common/list.h" #include "parallaction/objects.h" namespace Parallaction { struct Character; class PathWalker_NS { AnimationPtr _a; PointList _walkPath; int16 _direction, _step; // builder routines PointList _subPath; void correctPathPoint(Common::Point &to); uint32 buildSubPath(const Common::Point& pos, const Common::Point& stop); uint16 walkFunc1(const Common::Point &to, Common::Point& node); // walker routines void finalizeWalk(); void clipMove(Common::Point& pos, const Common::Point& to); void checkDoor(const Common::Point &foot); void updateDirection(const Common::Point& pos, const Common::Point& to); Parallaction *_vm; public: PathWalker_NS(Parallaction *vm); void buildPath(AnimationPtr a, uint16 x, uint16 y); void walk(); }; class PathWalker_BR { struct State { bool _active; AnimationPtr _a; int _walkDelay; bool _stillWalkingTowardsNode; Common::Point _startFoot; bool _first; int _step; int _dirFrame; PointList _walkPath; }; State _character; State _follower; void finalizeWalk(State &s); bool directPathExists(const Common::Point &from, const Common::Point &to); void buildPath(State &s, uint16 x, uint16 y); void doWalk(State &s); void checkTrap(const Common::Point &p); Parallaction *_vm; public: PathWalker_BR(Parallaction *vm); ~PathWalker_BR() { } void setCharacterPath(AnimationPtr a, uint16 x, uint16 y); void setFollowerPath(AnimationPtr a, uint16 x, uint16 y); void stopFollower(); void walk(); }; } #endif