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engines/mads/player.h
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258
engines/mads/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 MADS_PLAYER_H
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#define MADS_PLAYER_H
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#include "common/scummsys.h"
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#include "common/str.h"
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#include "common/serializer.h"
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namespace MADS {
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class MADSEngine;
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class MADSAction;
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#define PLAYER_SPRITES_FILE_COUNT 8
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#define MAX_ROUTE_NODES 22
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/**
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* Player facings
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*/
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enum Facing {
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FACING_NORTH = 8, FACING_SOUTH = 2, FACING_EAST = 6, FACING_WEST = 4,
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FACING_NORTHEAST = 9, FACING_SOUTHEAST = 3,
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FACING_SOUTHWEST = 1, FACING_NORTHWEST = 7,
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FACING_NONE = 5, FACING_DUMMY = 0
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};
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struct StopWalkerEntry {
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int _stack;
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int _trigger;
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StopWalkerEntry() : _stack(0), _trigger(0) {}
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StopWalkerEntry(int stack, int trigger) : _stack(stack), _trigger(trigger) {}
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void synchronize(Common::Serializer &s);
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};
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class StopWalkers : public Common::FixedStack<StopWalkerEntry, 12> {
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public:
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StopWalkers() : Common::FixedStack<StopWalkerEntry, 12>() {}
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void synchronize(Common::Serializer &s);
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};
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class Player {
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private:
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static const int _directionListIndexes[32];
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private:
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MADSEngine *_vm;
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bool _highSprites;
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bool _spriteSetsPresent[PLAYER_SPRITES_FILE_COUNT];
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bool _mirror;
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int _frameCount;
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int _frameListIndex;
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int _distAccum;
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int _pixelAccum;
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int _deltaDistance;
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int _totalDistance;
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void clearStopList();
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/**
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* If the player is moving, handles figuring out the correct motion
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*/
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void move();
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/**
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* Update the player's frame number
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*/
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void setFrame();
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/**
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* Get the sprite slot index for the player
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*/
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int getSpriteSlot();
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/**
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* Get the scale for the player at the given Y position
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*/
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int getScale(int yp);
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/**
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* Sets the frame rate for the current sprite set
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*/
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void setBaseFrameRate();
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/**
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* Starts a player moving to a given destination
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*/
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void startMovement();
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void changeFacing();
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void activateTrigger();
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public:
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MADSAction *_action;
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Facing _facing;
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Facing _turnToFacing;
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Facing _prepareWalkFacing;
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int _xDirection, _yDirection;
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Facing _targetFacing;
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bool _spritesLoaded;
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int _spritesStart;
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int _spritesIdx;
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int _numSprites;
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bool _stepEnabled;
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bool _spritesChanged;
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bool _visible;
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bool _priorVisible;
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bool _beenVisible;
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bool _walkAnywhere;
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int _frameNumber;
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bool _loadsFirst;
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bool _loadedFirst;
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Common::Point _playerPos;
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Common::Point _targetPos;
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Common::Point _posChange;
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Common::Point _posDiff;
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Common::Point _prepareWalkPos;
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bool _moving;
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int _walkOffScreen, _walkOffScreenSceneId;
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int _special;
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int _ticksAmount;
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uint32 _priorTimer;
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int _velocity;
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int _upcomingTrigger;
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int _trigger;
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bool _scalingVelocity;
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bool _forceRefresh;
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bool _forcePrefix;
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bool _needToWalk;
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bool _readyToWalk;
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bool _commandsAllowed;
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bool _enableAtTarget;
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int _centerOfGravity;
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int _currentDepth;
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int _currentScale;
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Common::String _spritesPrefix;
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int _walkTrigger;
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TriggerMode _walkTriggerDest;
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ActionDetails _walkTriggerAction;
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StopWalkers _stopWalkers;
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public:
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Player(MADSEngine *vm);
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/**
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* Load sprites for the player
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*/
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bool loadSprites(const Common::String &prefix);
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/**
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* Called when the player has reached the given destination, start him
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* turning to the specified facing
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*/
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void setFinalFacing();
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/**
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* Stops the player walking
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*/
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void cancelWalk();
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/**
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* Cancels any outstanding player action
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*/
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void cancelCommand();
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/**
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* Set up control parameters for the current active series (the
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* direction which the player is facing in) */
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void selectSeries();
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/*
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* Moves to the next frame for the currently active player sprite set
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*/
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void updateFrame();
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void update();
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/**
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* Handler method for when the player is not moving
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*/
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void idle();
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/**
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* Starts the player walking towards a given point and direction facing
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* @param pos Destination location
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* @param facing Direction to face once the destination is reached
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*/
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void startWalking(const Common::Point &pt, Facing facing);
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/**
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* Used by the game scripst to make the player walk to a given destination.
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* The difference from startWalking is that this contains several extra
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* layers of checking that startWalking bypasses.
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*/
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void walk(const Common::Point &pos, Facing facing);
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/**
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* If a new walk sequence is pending, and has been okayed by the preparser,
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* start the actual walking
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*/
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void newWalk();
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void nextFrame();
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/**
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* Add a walker to the current queue
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*/
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void addWalker(int walker, int trigger);
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/**
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* Delete any sprites used by the player
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*/
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void releasePlayerSprites();
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/**
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* Serialize the data of the player
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*/
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void synchronize(Common::Serializer &s);
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static void preloadSequences(const Common::String &prefix, int level) {
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// No implementation in ScummVM
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}
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void removePlayerSprites();
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void firstWalk(Common::Point fromPos, Facing fromFacing, Common::Point destPos, Facing destFacing, bool enableFl);
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void setWalkTrigger(int val);
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void resetFacing(Facing facing);
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};
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} // End of namespace MADS
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#endif /* MADS_PLAYER_H */
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