/* 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 DARKSEED_PLAYER_H #define DARKSEED_PLAYER_H #include "common/rect.h" #include "common/path.h" #include "darkseed/nsp.h" namespace Darkseed { class Player { Nsp _cPlayerSprites; Nsp _gPlayerSprites; public: Nsp _animations; int _frameIdx = 0; int _direction = 0; Common::Point _position; Common::Point _positionLong; // the original sometimes seems to use a long (4 byte) version of the location Common::Point _walkTarget; Common::Point _finalTarget; int16 _playerSpriteWalkIndex_maybe = 0; int16 _playerWalkFrameDeltaOffset = 0; int16 _playerNewFacingDirection_maybe = 0; uint16 _playerWalkFrameIdx = 0; bool _actionToPerform = false; // player is pathfinding to some destination? bool _playerIsChangingDirection = false; // AKA _Rotating bool _isAutoWalkingToBed = false; bool _heroMoving = false; // maybe set to true while player is walking around the room. bool _heroWaiting = false; int _walkPathIndex = -1; uint16 _numConnectorsInWalkPath = 0; Common::Array _connectorList; int16 _sequenceRotation = -1; bool _walkToSequence = false; Common::Point _walkToSequencePoint; bool _flipSprite = false; Player(); bool loadAnimations(const Common::Path &filename); const Sprite &getSprite(int frameNo) const; void updateSprite(); void draw(); bool isAtPosition(int x, int y) const; bool isAtWalkTarget() const; void calculateWalkTarget(); void changeDirection(int16 oldDir, int16 newDir); void playerFaceWalkTarget(); int getWidth(); int getHeight(); void updatePlayerPositionAfterRoomChange(); void setPlayerTowardsBedroom(); void walkToNextConnector(); private: void createConnectorPathToDest(); Common::Point getClosestUnusedConnector(int16 x, int16 y, bool mustHaveCleanLine = false); void reverseConnectorList(); void optimisePath(); }; } // namespace Darkseed #endif // DARKSEED_PLAYER_H