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engines/m4/adv_r/adv_walk.h
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engines/m4/adv_r/adv_walk.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 M4_ADV_R_ADV_WALK_H
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#define M4_ADV_R_ADV_WALK_H
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#include "m4/m4_types.h"
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#include "m4/adv_r/adv.h"
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#include "m4/wscript/ws_machine.h"
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namespace M4 {
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class Walker {
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public:
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virtual ~Walker() {}
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virtual bool walk_load_walker_and_shadow_series() = 0;
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virtual machine *walk_initialize_walker() = 0;
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};
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void set_walker_scaling(SceneDef *rdef);
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/**
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* Called every time s/he hits a node
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*/
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bool walker_has_walk_finished(machine *sender);
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void ws_demand_location(machine *myWalker, int32 x, int32 y, int facing = -1);
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void ws_demand_facing(machine *myWalker, int32 newFacing);
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void ws_turn_to_face(machine *myWalker, int32 facing, int32 trigger = -1);
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void ws_hide_walker(machine *myWalker);
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void ws_unhide_walker(machine *myWalker);
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void ws_walk(machine *myWalker, int32 x, int32 y, GrBuff **, int16 trigger, int32 finalFacing, bool complete_walk = true);
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void ws_demand_location(int32 x, int32 y, int facing = -1);
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void ws_demand_facing(int32 newFacing);
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void ws_turn_to_face(int32 facing, int32 trigger = -1);
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void ws_hide_walker();
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void ws_unhide_walker();
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void ws_walk(int32 x, int32 y, GrBuff **buffer, int16 trigger, int32 finalFacing = -1, bool complete_walk = true);
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void ws_get_walker_info(machine *myWalker, int32 *x, int32 *y, int32 *s, int32 *layer, int32 *facing);
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bool ws_walk_init_system();
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bool ws_walk_load_series(const int16 *dir_array, const char *name_array[], bool shadow_flag, bool load_palette);
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bool ws_walk_load_walker_series(const int16 *dir_array, const char *name_array[], bool load_palette = false);
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bool ws_walk_load_shadow_series(const int16 *dir_array, const char *name_array[]);
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void ws_walk_dump_series(int16 num_directions, int16 start_hash);
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#define ws_walk_dump_walker_series(xx, yy) (ws_walk_dump_series (xx, yy))
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#define ws_walk_dump_shadow_series(xx, yy) (ws_walk_dump_series (xx, yy))
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#define player_walk(xx, yy, ff, tt) (ws_walk(_G(my_walker), xx, yy, nullptr, tt, ff, true))
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#define player_walk_no_finish(xx, yy, ff, tt) (ws_walk(_G(my_walker), xx, yy, nullptr, tt, ff, FALSE))
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#define player_demand_facing(dd) (ws_demand_facing(_G(my_walker), dd))
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#define player_demand_location(xx, yy) (ws_demand_location(_G(my_walker), xx, yy))
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#define player_turn_to_face(dd, tt) (ws_turn_to_face(_G(my_walker), dd, tt))
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#define player_hide() (ws_hide_walker(_G(my_walker)))
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#define player_unhide() (ws_unhide_walker(_G(my_walker)))
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#define player_get_info() (player_update_info(_G(my_walker), &_G(player_info)))
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// New walking stuff
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void ws_custom_walk(machine *myWalker, int32 finalFacing, int32 trigger, bool complete_walk = true);
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#define adv_walker_custom_walk(ww, ff, tt) (ws_custom_walk(ww, ff, tt, true))
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#define adv_walker_custom_walk_no_finish(ww, ff, tt) (ws_custom_walk(ww, ff, tt, FALSE))
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#define adv_walker_walk(ww, xx, yy, ff, tt) (ws_walk(ww, xx, yy, nullptr, tt, ff, true))
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#define adv_walker_walk_no_finish(ww, xx, yy, ff, tt) (ws_walk(ww, xx, yy, nullptr, tt, ff, FALSE))
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#define adv_walker_face(ww, dd) (ws_demand_facing(ww, dd))
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#define adv_walker_turn_to_face(ww, dd, tt) (ws_turn_to_face(ww, dd, tt))
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#define adv_walker_move(ww, xx, yy) (ws_demand_location(ww, xx, yy))
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#define adv_walker_hide(ww) (ws_hide_walker(ww))
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#define adv_walker_unhide(ww) (ws_unhide_walker(ww))
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bool adv_walker_path_exists(machine *myWalker, int32 x, int32 y);
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void adv_hyperwalk_to_final_destination(void *, void *);
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} // End of namespace M4
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#endif
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