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author | Peter Kohaut | 2015-09-13 01:48:13 +0200 |
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committer | Eugene Sandulenko | 2016-09-29 22:33:40 +0200 |
commit | 6672e443a870963354ee43298c75164d382a5636 (patch) | |
tree | 0cee43adb6ac77aa467700f3756668c456bb9af6 /engines/bladerunner/actor.cpp | |
parent | a4ba6091316f8f50ea40d4dfd42bd26d419b1206 (diff) | |
download | scummvm-rg350-6672e443a870963354ee43298c75164d382a5636.tar.gz scummvm-rg350-6672e443a870963354ee43298c75164d382a5636.tar.bz2 scummvm-rg350-6672e443a870963354ee43298c75164d382a5636.zip |
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.cpp | 28 |
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 |