blob: ef2ce9f27cb25982308917deebfb7cb46e270b35 (
plain)
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
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
|
/* 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.
*
*/
#include "common/scummsys.h"
#include "mads/mads.h"
#include "mads/player.h"
namespace MADS {
Player::Player(MADSEngine *vm): _vm(vm) {
_action = nullptr;
_direction = 8;
_newDirection = 8;
_destFacing = 0;
_spritesLoaded = false;
_spritesStart = _numSprites = 0;
_stepEnabled = false;
_visible = false;
_visible3 = false;
_special = 0;
_ticksAmount = 0;
_priorTimer = 0;
_unk3 = 0;
_forceRefresh = false;
}
void Player::reset() {
_action = &_vm->_game->_scene._action;
_destPos = _playerPos;
_destFacing = 5;
_newDirection = _direction;
_moving = false;
_v844C0 = _v844BE = 0;
_next = 0;
_routeCount = 0;
_vm->_game->_v4 = 0;
_action->_startWalkFlag = false;
_action->_walkFlag = false;
}
void Player::loadSprites(const Common::String &prefix) {
warning("TODO: Player::loadSprites");
}
void Player::turnToDestFacing() {
if (_destFacing != 5)
_newDirection = _destFacing;
}
void Player::moveComplete() {
reset();
_action->_inProgress = false;
}
void Player::setupFrame() {
resetActionList();
warning("TODO: Player::setupFrame");
}
void Player::updateFrame() {
warning("TODO: Player::updateFrame");
}
void Player::update() {
warning("TODO: Player::update");
}
void Player::resetActionList() {
warning("TODO: Player::resetActionList");
}
void Player::setDest(const Common::Point &pt, int facing) {
warning("TODO: Player::setDest");
}
void Player::nextFrame() {
Scene &scene = _vm->_game->_scene;
_priorTimer += _ticksAmount;
if (scene._frameStartTime >= _priorTimer) {
_priorTimer = scene._frameStartTime;
if (_moving) {
move();
} else {
idle();
}
postUpdate();
update();
}
}
void Player::move() {
warning("TODO: Player::move");
}
void Player::idle() {
warning("TODO: Player::idle");
}
void Player::postUpdate() {
warning("TODO: Player::postUpdate");
}
} // End of namespace MADS
|