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engines/access/player.h
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159
engines/access/player.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ACCESS_PLAYER_H
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#define ACCESS_PLAYER_H
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#include "common/scummsys.h"
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#include "common/rect.h"
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#include "common/serializer.h"
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#include "access/asurface.h"
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#include "access/data.h"
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namespace Access {
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enum Direction {
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NONE = 0,
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UP = 1,
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DOWN = 2,
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LEFT = 3,
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RIGHT = 4,
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UPRIGHT = 5,
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DOWNRIGHT = 6,
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UPLEFT = 7,
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DOWNLEFT = 8
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};
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class AccessEngine;
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class Player : public ImageEntry, public Manager {
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protected:
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int _leftDelta, _rightDelta;
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int _upDelta, _downDelta;
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int _scrollConst;
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int _sideWalkMin, _sideWalkMax;
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int _upWalkMin, _upWalkMax;
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int _downWalkMin, _downWalkMax;
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int _diagUpWalkMin, _diagUpWalkMax;
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int _diagDownWalkMin, _diagDownWalkMax;
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SpriteResource *_playerSprites1;
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int _scrollEnd;
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int _inactiveYOff;
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int _jetpackFlag;
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void plotCom(int v1);
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void plotCom0();
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void plotCom1();
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void plotCom2();
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void plotCom3();
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void walkUp();
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void walkDown();
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void walkLeft();
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void walkRight();
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void walkUpLeft();
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void walkDownLeft();
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void walkUpRight();
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void walkDownRight();
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void checkScrollUp();
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bool isMMHover() const;
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void jetpack();
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public:
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Direction _playerDirection;
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SpriteResource *_playerSprites;
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// Fields in original Player structure
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byte *_manPal1;
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int *_walkOffRight;
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int *_walkOffLeft;
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int *_walkOffUp;
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int *_walkOffDown;
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Common::Point *_walkOffUR;
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Common::Point *_walkOffDR;
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Common::Point *_walkOffUL;
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Common::Point *_walkOffDL;
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byte _rawTempL;
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int _rawXTemp;
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byte _rawYTempL;
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int _rawYTemp;
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Common::Point _playerOffset;
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int _playerXLow;
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int _playerX;
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int _playerYLow;
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int _playerY;
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int _frame;
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int _xFlag, _yFlag;
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Direction _move;
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// Additional public globals we've added to new Player class
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bool _playerOff;
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bool _playerMove;
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Common::Point _moveTo;
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bool _collideFlag;
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bool _scrollFlag;
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int _scrollThreshold;
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int _scrollAmount;
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// Additional globals that need to be saved
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int _roomNumber;
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Common::Point _rawPlayerLow;
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Common::Point _rawPlayer;
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public:
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Player(AccessEngine *vm);
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virtual ~Player();
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static Player *init(AccessEngine *vm);
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virtual void load();
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void loadTexPalette();
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void loadSprites(const Common::Path &name);
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void freeSprites();
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void removeSprite1();
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void calcManScale();
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void extracted();
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void walk();
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void calcPlayer();
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bool scrollUp(int forcedAmount = -1);
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bool scrollDown(int forcedAmount = -1);
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bool scrollLeft(int forcedAmount = -1);
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bool scrollRight(int forcedAmount = -1);
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void checkScroll();
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void checkMove();
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/**
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* Synchronize savegame data
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*/
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void synchronize(Common::Serializer &s);
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};
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} // End of namespace Access
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#endif /* ACCESS_PLAYER_H */
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