/* 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 PRINCE_HERO_H #define PRINCE_HERO_H #include "common/scummsys.h" #include "common/array.h" #include "graphics/surface.h" namespace Prince { class Animation; class Hero { public: enum State { STAY = 0, TURN = 1, MOVE = 2, BORE = 3, SPEC = 4, TALK = 5, MVAN = 6, TRAN = 7, RUN = 8, DMOVE = 9 }; enum Direction { LEFT = 1, RIGHT = 2, UP = 3, DOWN = 4 }; Hero(); bool loadAnimSet(uint32 heroAnimNumber); const Graphics::Surface * getSurface(); void setPos(int16 x, int16 y) { _middleX = x; _middleX = y; } void setVisible(bool flag) { _visible = flag; } //private: uint16 _number; uint16 _visible; State _state; int16 _middleX; int16 _middleY; // Coords array of coordinates // DirTab array of directions // CurrCoords current coordinations // CurrDirTab current direction // LastDir previous move direction // DestDir // LeftRight previous left/right direction // UpDown previous up/down direction // Phase animation phase // Step x/y step size depends on direction // MaxBoredom stand still timeout // Boredom current boredom time in frames uint16 _boreNum; // Bore anim frame // TalkTime time of talk anim // SpecAnim additional anim uint16 _currHeight; // height of current anim phase // Inventory array of items // Inventory2 array of items // Font subtitiles font // Color subtitiles color // AnimSet number of animation set Common::Array _moveSet; // MoveAnims MoveSet // TurnAnim ?? uint32 _moveDelay; uint32 _shadMinus; //?? }; } #endif /* vim: set tabstop=4 noexpandtab: */