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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"
#include "common/serializer.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, FACING_DUMMY = 0
};
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 _stopWalkerList[12];
int _stopWalkerTrigger[12];
int _totalDistance;
void clearStopList();
/**
* If the player is moving, handles figuring out the correct motion
*/
void move();
/**
* Update the player's frame number
*/
void setFrame();
/**
* 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);
/**
* Sets the frame rate for the current sprite set
*/
void setBaseFrameRate();
/**
* Starts a player moving to a given destination
*/
void startMovement();
void changeFacing();
public:
MADSAction *_action;
Facing _facing;
Facing _turnToFacing;
Facing _prepareWalkFacing;
int _xDirection, _yDirection;
Facing _targetFacing;
bool _spritesLoaded;
int _spritesStart;
int _spritesIdx;
int _numSprites;
bool _stepEnabled;
bool _spritesChanged;
bool _visible;
bool _priorVisible;
bool _beenVisible;
bool _walkAnywhere;
int _frameNumber;
bool _loadsFirst;
bool _loadedFirst;
Common::Point _playerPos;
Common::Point _targetPos;
Common::Point _posChange;
Common::Point _posDiff;
Common::Point _prepareWalkPos;
bool _moving;
int _walkOffScreen, _walkOffScreenSceneId;
int _special;
int _ticksAmount;
uint32 _priorTimer;
int _velocity;
int _upcomingTrigger;
int _trigger;
bool _scalingVelocity;
bool _forceRefresh;
bool _needToWalk;
bool _readyToWalk;
int _stopWalkerIndex;
int _centerOfGravity;
int _currentDepth;
int _currentScale;
Common::String _spritesPrefix;
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();
/**
* Handler method for when the player is not moving
*/
void idle();
/**
* Starts the player walking towards a given point and direction facing
* @param pos Destination location
* @param facing Direction to face once the destination is reached
*/
void startWalking(const Common::Point &pt, Facing facing);
/**
* Used by the game scripst to make the player walk to a given destination.
* The difference from startWalking is that this contains several extra
* layers of checking that startWalking bypasses.
*/
void walk(const Common::Point &pos, Facing facing);
/**
* If a new walk sequence is pending, and has been okayed by the preparser,
* start the actual walking
*/
void newWalk();
void nextFrame();
/**
* Add a walker to the current queue
*/
void addWalker(int walker, int trigger);
/**
* Delete any sprites used by the player
*/
void releasePlayerSprites();
/**
* Serialize the data of the player
*/
void synchronize(Common::Serializer &s);
static void preloadSequences(const Common::String &prefix, int level) {
// No implementation in ScummVM
}
void removePlayerSprites();
};
} // End of namespace MADS
#endif /* MADS_PLAYER_H */
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