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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 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];
int _frameOffset;
int _frameCount;
int _frameListIndex;
int _actionIndex;
bool _v844BC;
int _v8452E;
int _v8452C;
int _v84530;
int _routeLength;
int _actionList[12];
int _actionList2[12];
int _hypotenuse;
void reset();
void resetActionList();
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 setTicksAmount();
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 dirChanged();
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;
int _frameNum;
Common::Point _playerPos;
Common::Point _destPos;
Common::Point _posChange;
Common::Point _posDiff;
bool _moving;
int _newSceneId, _v844BE;
int _next;
int _special;
int _ticksAmount;
uint32 _priorTimer;
int _unk1;
int _unk2;
int _unk3;
bool _unk4;
bool _forceRefresh;
int _yScale;
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);
void turnToDestFacing();
void moveComplete();
void setupFrame();
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 */
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