110 lines
3.3 KiB
C++
110 lines
3.3 KiB
C++
/* 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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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#ifndef WINTERMUTE_ADACTOR_H
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#define WINTERMUTE_ADACTOR_H
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#include "engines/wintermute/dctypes.h" // Added by ClassView
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#include "engines/wintermute/ad/ad_types.h" // Added by ClassView
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#include "engines/wintermute/ad/ad_talk_holder.h"
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#include "engines/wintermute/coll_templ.h"
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#include "engines/wintermute/base/base_point.h" // Added by ClassView
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#include "engines/wintermute/persistent.h"
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#include "common/str.h"
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namespace Wintermute {
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class AdSpriteSet;
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class AdPath;
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class BaseSprite;
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class AdActor : public AdTalkHolder {
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public:
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TDirection angleToDirection(int angle);
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DECLARE_PERSISTENT(AdActor, AdTalkHolder)
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int32 getHeight() override;
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BaseSprite *getTalkStance(const char *stance) override;
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virtual void goTo(int x, int y, TDirection afterWalkDir = DI_NONE);
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BasePoint *_targetPoint;
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bool update() override;
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bool display() override;
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TDirection _targetDir{DI_NONE};
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TDirection _afterWalkDir;
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virtual void turnTo(TDirection dir);
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AdPath *_path;
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AdSpriteSet *_walkSprite;
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AdSpriteSet *_standSprite;
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AdSpriteSet *_turnLeftSprite;
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AdSpriteSet *_turnRightSprite;
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BaseArray<AdSpriteSet *> _talkSprites;
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BaseArray<AdSpriteSet *> _talkSpritesEx;
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TDirection _dir;
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AdActor(BaseGame *inGame/*=nullptr*/);
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~AdActor() override;
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bool loadFile(const char *filename);
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bool loadBuffer(char *buffer, bool complete = true);
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// new anim system
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char *_talkAnimName;
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char *_idleAnimName;
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char *_walkAnimName;
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char *_turnLeftAnimName;
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char *_turnRightAnimName;
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BaseArray<AdSpriteSet *> _anims;
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bool playAnim(const char *filename) override;
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AdSpriteSet *getAnimByName(const char *animName);
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// alternative behaviour when actor is blocked
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bool _stopOnBlocked;
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bool _actorIsBlocked;
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// scripting interface
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ScValue *scGetProperty(const char *name) override;
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bool scSetProperty(const char *name, ScValue *value) override;
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bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override;
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const char *scToString() override;
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private:
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bool setDefaultAnimNames();
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BaseSprite *getTalkStanceOld(const char *stance);
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bool mergeAnims(const char *animsFilename);
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BaseSprite *_animSprite2;
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void initLine(BasePoint startPt, BasePoint endPt);
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void getNextStep();
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void followPath();
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double _pFStepX{};
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double _pFStepY{};
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double _pFX{};
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double _pFY{};
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int32 _pFCount{};
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};
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} // End of namespace Wintermute
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#endif
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