23#ifndef M4_ADV_R_ADV_WALK_H
24#define M4_ADV_R_ADV_WALK_H
26#include "m4/adv_r/adv.h"
27#include "m4/wscript/ws_machine.h"
35 virtual void walk_load_walker_and_shadow_series() = 0;
36 virtual machine *walk_initialize_walker() = 0;
39void set_walker_scaling(
SceneDef *rdef);
45void ws_demand_location(
machine *myWalker, int32 x, int32 y,
int facing = -1);
46void ws_demand_facing(
machine *myWalker, int32 newFacing);
47void ws_turn_to_face(
machine *myWalker, int32 facing, int32 trigger = -1);
48void ws_hide_walker(
machine *myWalker);
49void ws_unhide_walker(
machine *myWalker);
50void ws_walk(
machine *myWalker, int32 x, int32 y,
GrBuff **, int16 trigger, int32 finalFacing,
bool complete_walk =
true);
52void ws_demand_location(int32 x, int32 y,
int facing = -1);
53void ws_demand_facing(int32 newFacing);
54void ws_turn_to_face(int32 facing, int32 trigger = -1);
56void ws_unhide_walker();
57void ws_walk(int32 x, int32 y,
GrBuff **buffer, int16 trigger, int32 finalFacing = -1,
bool complete_walk =
true);
59void ws_get_walker_info(
machine *myWalker, int32 *x, int32 *y, int32 *s, int32 *layer, int32 *facing);
61void ws_walk_init_system();
63void ws_walk_load_series(
const int16 *dir_array,
const char *name_array[],
bool shadow_flag,
bool load_palette);
64void ws_walk_load_walker_series(
const int16 *dir_array,
const char *name_array[],
bool load_palette =
false);
65void ws_walk_load_shadow_series(
const int16 *dir_array,
const char *name_array[]);
67void ws_walk_dump_series(int16 num_directions, int16 start_hash);
68#define ws_walk_dump_walker_series(xx, yy) (ws_walk_dump_series (xx, yy))
69#define ws_walk_dump_shadow_series(xx, yy) (ws_walk_dump_series (xx, yy))
71#define player_walk(xx, yy, ff, tt) (ws_walk(_G(my_walker), xx, yy, nullptr, tt, ff, true))
72#define player_walk_no_finish(xx, yy, ff, tt) (ws_walk(_G(my_walker), xx, yy, nullptr, tt, ff, FALSE))
73#define player_demand_facing(dd) (ws_demand_facing(_G(my_walker), dd))
74#define player_demand_location(xx, yy) (ws_demand_location(_G(my_walker), xx, yy))
75#define player_turn_to_face(dd, tt) (ws_turn_to_face(_G(my_walker), dd, tt))
76#define player_hide() (ws_hide_walker(_G(my_walker)))
77#define player_unhide() (ws_unhide_walker(_G(my_walker)))
78#define player_get_info() (player_update_info(_G(my_walker), &_G(player_info)))
82void ws_custom_walk(
machine *myWalker, int32 finalFacing, int32 trigger,
bool complete_walk =
true);
83#define adv_walker_custom_walk(ww, ff, tt) (ws_custom_walk(ww, ff, tt, true))
84#define adv_walker_custom_walk_no_finish(ww, ff, tt) (ws_custom_walk(ww, ff, tt, FALSE))
85#define adv_walker_walk(ww, xx, yy, ff, tt) (ws_walk(ww, xx, yy, nullptr, tt, ff, true))
86#define adv_walker_walk_no_finish(ww, xx, yy, ff, tt) (ws_walk(ww, xx, yy, nullptr, tt, ff, FALSE))
87#define adv_walker_face(ww, dd) (ws_demand_facing(ww, dd))
88#define adv_walker_turn_to_face(ww, dd, tt) (ws_turn_to_face(ww, dd, tt))
89#define adv_walker_move(ww, xx, yy) (ws_demand_location(ww, xx, yy))
90#define adv_walker_hide(ww) (ws_hide_walker(ww))
91#define adv_walker_unhide(ww) (ws_unhide_walker(ww))
93void adv_hyperwalk_to_final_destination(
void *,
void *);
Definition: adv_walk.h:31
Definition: database.h:28
bool walker_has_walk_finished(machine *sender)
Definition: ws_machine.h:156