1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
|
/* 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 GNAP_CHARACTER_H
#define GNAP_CHARACTER_H
namespace Gnap {
class GnapEngine;
enum Facing {
kDirNone = 0,
kDirBottomRight = 1,
kDirBottomLeft = 3,
kDirUnk4 = 4,
kDirUpLeft = 5,
kDirUpRight = 7
};
class Character {
public:
Character(GnapEngine *vm);
~Character();
virtual int getSequenceId(int kind, int gridX, int gridY) = 0;
virtual void playSequence(int sequenceId) = 0;
virtual void updateIdleSequence() = 0;
virtual void updateIdleSequence2() = 0;
virtual void initPos(int gridX, int gridY, Facing facing) = 0;
Common::Point _pos;
Facing _idleFacing;
int _actionStatus;
int _sequenceId;
int _sequenceDatNum;
int _id;
int _gridX;
int _gridY;
protected:
GnapEngine *_vm;
};
class PlayerGnap : public Character {
public:
PlayerGnap(GnapEngine *vm);
virtual int getSequenceId(int kind, int gridX, int gridY);
virtual void initPos(int gridX, int gridY, Facing facing);
virtual void playSequence(int sequenceId);
virtual void updateIdleSequence();
virtual void updateIdleSequence2();
void initBrainPulseRndValue();
void kissPlatypus(int callback);
void useDeviceOnPlatypus();
void useJointOnPlatypus();
int _brainPulseNum;
int _brainPulseRndValue;
};
class PlayerPlat : public Character {
public:
PlayerPlat(GnapEngine *vm);
virtual int getSequenceId(int kind = 0, int gridX = 0, int gridY = 0);
virtual void initPos(int gridX, int gridY, Facing facing);
virtual void playSequence(int sequenceId);
virtual void updateIdleSequence();
virtual void updateIdleSequence2();
};
} // End of namespace Gnap
#endif // GNAP_CHARACTER_H
|