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authorPeter Kohaut2015-09-13 01:48:13 +0200
committerEugene Sandulenko2016-09-29 22:33:40 +0200
commit6672e443a870963354ee43298c75164d382a5636 (patch)
tree0cee43adb6ac77aa467700f3756668c456bb9af6 /engines/bladerunner/actor.cpp
parenta4ba6091316f8f50ea40d4dfd42bd26d419b1206 (diff)
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BLADERUNNER: just basic objects description scene stuff - lightning and effects movement track actor clues db actor walking info moved view from vqa decoder, because its needed elsewhere
does not compile, because new files are not in makefile...
Diffstat (limited to 'engines/bladerunner/actor.cpp')
-rw-r--r--engines/bladerunner/actor.cpp28
1 files changed, 27 insertions, 1 deletions
diff --git a/engines/bladerunner/actor.cpp b/engines/bladerunner/actor.cpp
index f483263f76..af9cef7258 100644
--- a/engines/bladerunner/actor.cpp
+++ b/engines/bladerunner/actor.cpp
@@ -38,7 +38,7 @@ Actor::Actor(BladeRunnerEngine *vm, int actorId) {
_bbox = new BoundingBox();
- // TODO: Construct _clues ((actorId && actor != 99) ? 2 : 4)
+ _clues = new ActorClues(vm, ((actorId && actorId != 99) ? 2 : 4));
// TODO: Construct _movementTrack
@@ -69,6 +69,8 @@ void Actor::setup(int actorId) {
_isTargetable = false;
_isInvisible = false;
_isImmuneToObstacles = false;
+
+ _isRetired = false;
_width = 0;
_height = 0;
@@ -105,11 +107,35 @@ void Actor::setup(int actorId) {
void Actor::set_at_xyz(Vector3 pos, int facing) {
_position = pos;
_facing = facing;
+
+
+// this->x = x;
+// this->y = y;
+// this->z = z;
+// actor::set_angle(this, angle, addOrSet);
+// if (scene::get_sceneId(Scene) == this->sceneId)
+// this->walkboxId = set::findWalkbox(Scene->set, x, z);
+// else
+// this->walkboxId = -1;
+// actor::setBoundingBox(this, x, y, z, retired);
+// sceneObjects::removeScreneObject(SceneObjects, this->id);
+// scene = this->sceneId;
+// if (scene == scene::get_sceneId(Scene))
+// sceneObjects::addActor(
+// SceneObjects,
+// this->id,
+// this->boundingBox,
+// &this->screenRect,
+// 1,
+// a7,
+// this->targetable,
+// retired);
}
void Actor::draw() {
Vector3 draw_position(_position.x, -_position.z, _position.y + 2.0);
float draw_facing = _facing * M_PI / 512.0;
+ // just for viewing animations _facing = (_facing + 10) % 1024;
// float draw_scale = _scale;
// TODO: Handle SHORTY mode