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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.
*
*/
#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, public Manager {
protected:
int _leftDelta, _rightDelta;
int _upDelta, _downDelta;
int _scrollConst;
int _sideWalkMin, _sideWalkMax;
int _upWalkMin, _upWalkMax;
int _downWalkMin, _downWalkMax;
int _diagUpWalkMin, _diagUpWalkMax;
int _diagDownWalkMin, _diagDownWalkMax;
SpriteResource *_playerSprites1;
byte *_manPal1;
int _scrollEnd;
int _inactiveYOff;
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;
int _xFlag, _yFlag;
Direction _move;
// 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();
static Player *init(AccessEngine *vm);
virtual void load();
void loadSprites(const Common::String &name);
void freeSprites();
void calcManScale();
void walk();
void calcPlayer();
void checkScroll();
void checkMove();
/**
* Synchronize savegame data
*/
void synchronize(Common::Serializer &s);
};
} // End of namespace Access
#endif /* ACCESS_PLAYER_H */
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