aboutsummaryrefslogtreecommitdiff
path: root/engines/mads/player.h
blob: 6500806f1f161ca6e85c2071a51eb35d231a608d (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
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
/* 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 MADS_PLAYER_H
#define MADS_PLAYER_H

#include "common/scummsys.h"
#include "common/str.h"

namespace MADS {

class MADSEngine;
class MADSAction;

#define PLAYER_SPRITES_FILE_COUNT 8
#define MAX_ROUTE_NODES 22

/**
 * Player facings
 */
enum Facing {
	FACING_NORTH = 8, FACING_SOUTH = 2, FACING_EAST = 6, FACING_WEST = 4,
	FACING_NORTHEAST = 9, FACING_SOUTHEAST = 3,
	FACING_SOUTHWEST = 1, FACING_NORTHWEST = 7,
	FACING_NONE = 5
};

class Player {
private:
	static const int _directionListIndexes[32];
private:
	MADSEngine *_vm;
	bool _highSprites;
	bool _spriteSetsPresent[PLAYER_SPRITES_FILE_COUNT];
	bool _mirror;
	int _frameCount;
	int _frameListIndex;
	int _distAccum;
	int _pixelAccum;
	int _deltaDistance;
	int _routeLength;
	int _stopWalkerList[12];
	int _stopWalkerTrigger[12];
	int _stopWalkerIndex;
	int _totalDistance;

	void clearStopList();

	/**
	 * If the player is moving, handles figuring out the correct motion
	 */
	void move();

	void postUpdate();

	/**
	 * Get the sprite slot index for the player
	 */
	int getSpriteSlot();

	/**
	 * Get the scale for the player at the given Y position
	 */
	int getScale(int yp);

	void setBaseFrameRate();

	void setupRoute();

	void setupRoute(bool bitFlag);

	void setupRouteNode(int *routeIndexP, int nodeIndex, int flags, int routeLength);

	/**
	* Scans along an edge connecting two points within the depths/walk surface, and returns the information of the first
	* pixel high nibble encountered with a non-zero value
	*/
	int scanPath(MSurface &depthSurface, const Common::Point &srcPos, const Common::Point &destPos);

	/**
	* Starts a player moving to a given destination
	*/
	void startMovement();

	void changeFacing();
public:
	MADSAction *_action;

	Facing _facing;
	Facing _turnToFacing;
	int _xDirection, _yDirection;
	Facing _targetFacing;
	bool _spritesLoaded;
	int _spritesStart;
	int _spritesIdx;
	int _numSprites;
	bool _stepEnabled;
	bool _spritesChanged;
	bool _visible;
	bool _priorVisible;
	bool _visible3;
	bool _walkAnywhere;
	int _frameNumber;
	bool _loadsFirst;
	bool _loadedFirst;
	Common::Point _playerPos;
	Common::Point _targetPos;
	Common::Point _posChange;
	Common::Point _posDiff;
	bool _moving;
	int _walkOffScreen, _walkOffScreenSceneId;
	int _next;
	int _special;
	int _ticksAmount;
	uint32 _priorTimer;
	int _velocity;
	int _upcomingTrigger;
	int _trigger;
	bool _scalingVelocity;
	bool _forceRefresh;
	int _centerOfGravity;
	int _currentDepth;
	int _currentScale;
	Common::String _spritesPrefix;
	int _routeCount;
	int _routeOffset;
	int _tempRoute[MAX_ROUTE_NODES];
	int _routeIndexes[MAX_ROUTE_NODES];
public:
	Player(MADSEngine *vm);

	/**
	 * Load sprites for the player
	 */
	bool loadSprites(const Common::String &prefix);

	/**
	 * Called when the player has reached the given destination, start him
	 * turning to the specified facing
	 */
	void setFinalFacing();

	/**
	 * Stops the player walking
	 */
	void cancelWalk();

	/**
	 * Cancels any oustanding player action
	 */
	void cancelCommand();

	/**
	 * Set up control parameters for the current active series (the
	 * direction which the player is facing in) */
	void selectSeries();

	/*
	 * Moves to the next frame for the currently active player sprite set
	 */
	void updateFrame();

	void update();

	void idle();

	void setDest(const Common::Point &pt, Facing facing);

	void startWalking(const Common::Point &pos, Facing direction);

	void nextFrame();

	void step();
};

} // End of namespace MADS

#endif /* MADS_PLAYER_H */