23 #ifndef M4_ADV_R_ADV_WALK_H 24 #define M4_ADV_R_ADV_WALK_H 26 #include "m4/m4_types.h" 27 #include "m4/adv_r/adv.h" 28 #include "m4/wscript/ws_machine.h" 36 virtual bool walk_load_walker_and_shadow_series() = 0;
37 virtual machine *walk_initialize_walker() = 0;
40 void set_walker_scaling(
SceneDef *rdef);
46 void ws_demand_location(
machine *myWalker, int32 x, int32 y,
int facing = -1);
47 void ws_demand_facing(
machine *myWalker, int32 newFacing);
48 void ws_turn_to_face(
machine *myWalker, int32 facing, int32 trigger = -1);
49 void ws_nosepick(
machine *myWalker, int32 seriesHash);
50 void ws_hide_walker(
machine *myWalker);
51 void ws_unhide_walker(
machine *myWalker);
52 void ws_walk(
machine *myWalker, int32 x, int32 y,
GrBuff **, int16 trigger, int32 finalFacing,
bool complete_walk =
true);
54 void ws_demand_location(int32 x, int32 y,
int facing = -1);
55 void ws_demand_facing(int32 newFacing);
56 void ws_turn_to_face(int32 facing, int32 trigger = -1);
57 void ws_nosepick(int32 seriesHash);
58 void ws_hide_walker();
59 void ws_unhide_walker();
60 void ws_walk(int32 x, int32 y,
GrBuff **buffer, int16 trigger, int32 finalFacing = -1,
bool complete_walk =
true);
62 void ws_get_walker_info(
machine *myWalker, int32 *x, int32 *y, int32 *s, int32 *layer, int32 *facing);
64 bool ws_walk_init_system();
66 bool ws_walk_load_series(
const int16 *dir_array,
const char *name_array[],
bool shadow_flag,
bool load_palette);
67 bool ws_walk_load_walker_series(
const int16 *dir_array,
const char *name_array[],
bool load_palette =
false);
68 bool ws_walk_load_shadow_series(
const int16 *dir_array,
const char *name_array[]);
70 void ws_walk_dump_series(int16 num_directions, int16 start_hash);
71 #define ws_walk_dump_walker_series(xx, yy) (ws_walk_dump_series (xx, yy)) 72 #define ws_walk_dump_shadow_series(xx, yy) (ws_walk_dump_series (xx, yy)) 74 #define player_walk(xx, yy, ff, tt) (ws_walk(_G(my_walker), xx, yy, nullptr, tt, ff, true)) 75 #define player_walk_no_finish(xx, yy, ff, tt) (ws_walk(_G(my_walker), xx, yy, nullptr, tt, ff, FALSE)) 76 #define player_demand_facing(dd) (ws_demand_facing(_G(my_walker), dd)) 77 #define player_demand_location(xx, yy) (ws_demand_location(_G(my_walker), xx, yy)) 78 #define player_turn_to_face(dd, tt) (ws_turn_to_face(_G(my_walker), dd, tt)) 79 #define player_hide() (ws_hide_walker(_G(my_walker))) 80 #define player_unhide() (ws_unhide_walker(_G(my_walker))) 81 #define player_get_info() (player_update_info(_G(my_walker), &_G(player_info))) 82 #define player_nosepick(aa) (ws_nosepick(_G(my_walker), aa)) 86 void ws_custom_walk(
machine *myWalker, int32 finalFacing, int32 trigger,
bool complete_walk =
true);
87 #define adv_walker_custom_walk(ww, ff, tt) (ws_custom_walk(ww, ff, tt, true)) 88 #define adv_walker_custom_walk_no_finish(ww, ff, tt) (ws_custom_walk(ww, ff, tt, FALSE)) 89 #define adv_walker_walk(ww, xx, yy, ff, tt) (ws_walk(ww, xx, yy, nullptr, tt, ff, true)) 90 #define adv_walker_walk_no_finish(ww, xx, yy, ff, tt) (ws_walk(ww, xx, yy, nullptr, tt, ff, FALSE)) 91 #define adv_walker_face(ww, dd) (ws_demand_facing(ww, dd)) 92 #define adv_walker_turn_to_face(ww, dd, tt) (ws_turn_to_face(ww, dd, tt)) 93 #define adv_walker_move(ww, xx, yy) (ws_demand_location(ww, xx, yy)) 94 #define adv_walker_hide(ww) (ws_hide_walker(ww)) 95 #define adv_walker_unhide(ww) (ws_unhide_walker(ww)) 96 bool adv_walker_path_exists(
machine *myWalker, int32 x, int32 y);
98 void adv_hyperwalk_to_final_destination(
void *,
void *);
Definition: ws_machine.h:130
Definition: adv_walk.h:32
Definition: database.h:28
bool walker_has_walk_finished(machine *sender)