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