/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef FULLPIPE_BEHAVIOR_H #define FULLPIPE_BEHAVIOR_H namespace Fullpipe { struct BehaviorEntryInfo { MessageQueue *_messageQueue; int _delay; uint32 _percent; int _flags; BehaviorEntryInfo(GameVar *subvar, Scene *sc, int *delay); }; struct BehaviorEntry { int _staticsId; int _itemsCount; int _flags; BehaviorEntryInfo **_items; BehaviorEntry(); BehaviorEntry(GameVar *var, Scene *sc, StaticANIObject *ani, int *minDelay); }; struct BehaviorInfo { StaticANIObject *_ani; int _staticsId; int _counter; int _counterMax; int _flags; int _subIndex; int _itemsCount; Common::Array _bheItems; BehaviorInfo() { clear(); } void clear(); void initAmbientBehavior(GameVar *var, Scene *sc); void initObjectBehavior(GameVar *var, Scene *sc, StaticANIObject *ani); }; class BehaviorManager : public CObject { Common::Array _behaviors; Scene *_scene; bool _isActive; public: BehaviorManager(); ~BehaviorManager(); void clear(); void initBehavior(Scene *scene, GameVar *var); void updateBehaviors(); void updateBehavior(BehaviorInfo *behaviorInfo, BehaviorEntry *entry); void updateStaticAniBehavior(StaticANIObject *ani, int delay, BehaviorEntry *beh); }; } // End of namespace Fullpipe #endif /* FULLPIPE_BEHAVIOR_H */