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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.
 *
 * $URL$
 * $Id$
 *
 */

#ifndef PARALLACTION_WALK_H
#define PARALLACTION_WALK_H

#include "common/ptr.h"
#include "common/list.h"

#include "parallaction/objects.h"

namespace Parallaction {

struct Character;

class PathWalker_NS {
	AnimationPtr _a;
	PointList	_walkPath;
	int16		_direction, _step;

	// builder routines
	PointList	_subPath;
	void correctPathPoint(Common::Point &to);
	uint32 buildSubPath(const Common::Point& pos, const Common::Point& stop);
	uint16 walkFunc1(const Common::Point &to, Common::Point& node);

	// walker routines
	void finalizeWalk();
	void clipMove(Common::Point& pos, const Common::Point& to);
	void checkDoor(const Common::Point &foot);
	void updateDirection(const Common::Point& pos, const Common::Point& to);

public:
	PathWalker_NS();

	void buildPath(AnimationPtr a, uint16 x, uint16 y);
	void walk();
};

class PathWalker_BR {

	struct State {
		bool			_active;
		AnimationPtr	_a;
		int				_walkDelay;
		bool			_stillWalkingTowardsNode;
		Common::Point	_startFoot;
		bool			_first;
		int				_step;
		int				_dirFrame;
		PointList		_walkPath;
	};

	State _character;
	State _follower;

	void finalizeWalk(State &s);
	bool directPathExists(const Common::Point &from, const Common::Point &to);
	void buildPath(State &s, uint16 x, uint16 y);
	void doWalk(State &s);
	void checkTrap(const Common::Point &p);

public:
	PathWalker_BR();
	~PathWalker_BR() { }

	void setCharacterPath(AnimationPtr a, uint16 x, uint16 y);
	void setFollowerPath(AnimationPtr a, uint16 x, uint16 y);
	void stopFollower();

	void walk();
};

}

#endif