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engines/alcachofa/player.h
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85
engines/alcachofa/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 ALCACHOFA_PLAYER_H
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#define ALCACHOFA_PLAYER_H
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#include "alcachofa/rooms.h"
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namespace Alcachofa {
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class Player {
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public:
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Player();
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inline Room *currentRoom() const { return _currentRoom; }
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inline MainCharacter *activeCharacter() const { return _activeCharacter; }
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inline ShapeObject *&selectedObject() { return _selectedObject; }
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inline void *&pressedObject() { return _pressedObject; }
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inline Item *&heldItem() { return _heldItem; }
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inline FakeSemaphore &semaphore() { return _semaphore; }
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MainCharacter *inactiveCharacter() const;
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FakeSemaphore &semaphoreFor(MainCharacterKind kind);
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inline bool &isGameLoaded() { return _isGameLoaded; }
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inline MainCharacterKind activeCharacterKind() const {
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return _activeCharacter == nullptr ? MainCharacterKind::None : _activeCharacter->kind();
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}
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void preUpdate();
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void postUpdate();
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void updateCursor();
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void drawCursor(bool forceDefaultCursor = false);
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void resetCursor();
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void changeRoom(const Common::String &targetRoomName, bool resetCamera, bool isTemporary = false);
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void changeRoomToBeforeInventory();
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void triggerObject(ObjectBase *object, const char *action);
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void triggerDoor(const Door *door);
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void addLastDialogCharacter(Character *character);
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void stopLastDialogCharacters();
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void setActiveCharacter(MainCharacterKind kind);
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bool isAllowedToOpenMenu();
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void syncGame(Common::Serializer &s);
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private:
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static constexpr const int kMaxLastDialogCharacters = 4;
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Common::ScopedPtr<Animation> _cursorAnimation;
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FakeSemaphore _semaphore;
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Room *_currentRoom = nullptr,
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*_roomBeforeInventory = nullptr;
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MainCharacter *_activeCharacter;
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ShapeObject *_selectedObject = nullptr;
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void *_pressedObject = nullptr; // terrible but GlobalUI wants to store a Graphic pointer
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Item *_heldItem = nullptr;
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int32 _cursorFrameI = 0;
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bool
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_isGameLoaded = true,
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_didLoadGlobalRooms = false,
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_isInTemporaryRoom = false;
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Character *_lastDialogCharacters[kMaxLastDialogCharacters] = { nullptr };
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int _nextLastDialogCharacter = 0;
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};
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}
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#endif // ALCACHOFA_PLAYER_H
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