/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef M4_ADV_R_ADV_WALK_H #define M4_ADV_R_ADV_WALK_H #include "m4/m4_types.h" #include "m4/adv_r/adv.h" #include "m4/wscript/ws_machine.h" namespace M4 { class Walker { public: virtual ~Walker() {} virtual bool walk_load_walker_and_shadow_series() = 0; virtual machine *walk_initialize_walker() = 0; }; void set_walker_scaling(SceneDef *rdef); /** * Called every time s/he hits a node */ bool walker_has_walk_finished(machine *sender); void ws_demand_location(machine *myWalker, int32 x, int32 y, int facing = -1); void ws_demand_facing(machine *myWalker, int32 newFacing); void ws_turn_to_face(machine *myWalker, int32 facing, int32 trigger = -1); void ws_hide_walker(machine *myWalker); void ws_unhide_walker(machine *myWalker); void ws_walk(machine *myWalker, int32 x, int32 y, GrBuff **, int16 trigger, int32 finalFacing, bool complete_walk = true); void ws_demand_location(int32 x, int32 y, int facing = -1); void ws_demand_facing(int32 newFacing); void ws_turn_to_face(int32 facing, int32 trigger = -1); void ws_hide_walker(); void ws_unhide_walker(); void ws_walk(int32 x, int32 y, GrBuff **buffer, int16 trigger, int32 finalFacing = -1, bool complete_walk = true); void ws_get_walker_info(machine *myWalker, int32 *x, int32 *y, int32 *s, int32 *layer, int32 *facing); bool ws_walk_init_system(); bool ws_walk_load_series(const int16 *dir_array, const char *name_array[], bool shadow_flag, bool load_palette); bool ws_walk_load_walker_series(const int16 *dir_array, const char *name_array[], bool load_palette = false); bool ws_walk_load_shadow_series(const int16 *dir_array, const char *name_array[]); void ws_walk_dump_series(int16 num_directions, int16 start_hash); #define ws_walk_dump_walker_series(xx, yy) (ws_walk_dump_series (xx, yy)) #define ws_walk_dump_shadow_series(xx, yy) (ws_walk_dump_series (xx, yy)) #define player_walk(xx, yy, ff, tt) (ws_walk(_G(my_walker), xx, yy, nullptr, tt, ff, true)) #define player_walk_no_finish(xx, yy, ff, tt) (ws_walk(_G(my_walker), xx, yy, nullptr, tt, ff, FALSE)) #define player_demand_facing(dd) (ws_demand_facing(_G(my_walker), dd)) #define player_demand_location(xx, yy) (ws_demand_location(_G(my_walker), xx, yy)) #define player_turn_to_face(dd, tt) (ws_turn_to_face(_G(my_walker), dd, tt)) #define player_hide() (ws_hide_walker(_G(my_walker))) #define player_unhide() (ws_unhide_walker(_G(my_walker))) #define player_get_info() (player_update_info(_G(my_walker), &_G(player_info))) // New walking stuff void ws_custom_walk(machine *myWalker, int32 finalFacing, int32 trigger, bool complete_walk = true); #define adv_walker_custom_walk(ww, ff, tt) (ws_custom_walk(ww, ff, tt, true)) #define adv_walker_custom_walk_no_finish(ww, ff, tt) (ws_custom_walk(ww, ff, tt, FALSE)) #define adv_walker_walk(ww, xx, yy, ff, tt) (ws_walk(ww, xx, yy, nullptr, tt, ff, true)) #define adv_walker_walk_no_finish(ww, xx, yy, ff, tt) (ws_walk(ww, xx, yy, nullptr, tt, ff, FALSE)) #define adv_walker_face(ww, dd) (ws_demand_facing(ww, dd)) #define adv_walker_turn_to_face(ww, dd, tt) (ws_turn_to_face(ww, dd, tt)) #define adv_walker_move(ww, xx, yy) (ws_demand_location(ww, xx, yy)) #define adv_walker_hide(ww) (ws_hide_walker(ww)) #define adv_walker_unhide(ww) (ws_unhide_walker(ww)) bool adv_walker_path_exists(machine *myWalker, int32 x, int32 y); void adv_hyperwalk_to_final_destination(void *, void *); } // End of namespace M4 #endif