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engines/cge2/hero.h
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113
engines/cge2/hero.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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* 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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/*
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* This code is based on original Sfinx source code
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* Copyright (c) 1994-1997 Janusz B. Wisniewski and L.K. Avalon
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*/
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#ifndef CGE2_HERO_H
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#define CGE2_HERO_H
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#include "cge2/cge2.h"
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#include "cge2/vga13h.h"
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#include "cge2/snail.h"
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namespace CGE2 {
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#define kMaxTry 400
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class Hero;
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struct HeroTab {
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Hero *_ptr;
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Sprite *_face;
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Sprite *_pocket[kPocketMax + 1];
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int _downPocketId[kPocketMax + 1];
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int _pocPtr;
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V2D *_posTab[kSceneMax];
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HeroTab(CGE2Engine *vm) {
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_ptr = nullptr;
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_face = nullptr;
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for (int i = 0; i < kPocketMax + 1; i++) {
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_pocket[i] = nullptr;
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_downPocketId[i] = -1;
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}
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_pocPtr = 0;
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for (int i = 0; i < kSceneMax; i++)
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_posTab[i] = nullptr;
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}
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~HeroTab() {
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for (int i = 0; i < kSceneMax; i++)
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delete _posTab[i];
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}
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};
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class Hero : public Sprite {
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int _hig[kDimMax];
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Sprite *_contact;
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public:
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BitmapPtr _dim[kDimMax];
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V3D _trace[kWayMax];
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enum Dir { kNoDir = -1, kSS, kWW, kNN, kEE } _dir;
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int _curDim;
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int _tracePtr;
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int _reachStart, _reachCycle, _sayStart, _funStart;
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int _funDel0, _funDel;
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int _maxDist;
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bool _ignoreMap;
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Hero(CGE2Engine *vm);
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~Hero() override;
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void tick() override;
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Sprite *expand() override;
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Sprite *contract() override;
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Sprite *setContact();
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int stepSize() { return _ext->_seq[7]._dx; }
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int distance(V3D pos);
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int distance(Sprite * spr);
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void turn(Dir d);
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void park();
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int len(V2D v);
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bool findWay();
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static int snap(int p, int q, int grid);
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void walkTo(V3D pos);
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void walkTo(V2D pos) { walkTo(screenToGround(pos)); }
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V3D screenToGround(V2D pos);
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void walkTo(Sprite *spr);
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void say() { step(_sayStart); }
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void fun();
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void resetFun() { _funDel = _funDel0; }
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void hStep();
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bool lower(Sprite * spr);
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int cross(const V2D &a, const V2D &b);
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int mapCross(const V2D &a, const V2D &b);
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int mapCross(const V3D &a, const V3D &b);
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Hero *other() { return _vm->_heroTab[!(_ref & 1)]->_ptr;}
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Action action() { return (Action)(_ref % 10); }
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void reach(int mode);
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void setCurrent();
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void setScene(int c) override;
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void operator++();
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void operator--();
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};
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} // End of namespace CGE2
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#endif // CGE2_HERO_H
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