1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
|
/* 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 BLADERUNNER_SCRIPT_POLICE_MAZE_H
#define BLADERUNNER_SCRIPT_POLICE_MAZE_H
#include "bladerunner/script/script.h"
#include "bladerunner/vector.h"
namespace BladeRunner {
enum {
kNumMazeTracks = 64,
kNumTrackPoints = 100
};
class BladeRunnerEngine;
class SaveFileReadStream;
class SaveFileWriteStream;
class PoliceMazeTargetTrack : ScriptBase {
friend class PoliceMaze;
uint32 _time;
bool _isPresent;
int _itemId;
int _pointCount;
Vector3 _points[kNumTrackPoints];
const int *_data;
int _dataIndex;
int32 _timeLeftUpdate;
int32 _timeLeftWait;
bool _isWaiting;
int _isMoving;
int _pointIndex;
int _pointTarget;
bool _isRotating;
int _angleTarget;
int _angleDelta;
bool _isPaused;
public:
PoliceMazeTargetTrack(BladeRunnerEngine *vm);
~PoliceMazeTargetTrack();
void reset();
void clear(bool isLoadingGame);
void add(int trackId, float startX, float startY, float startZ, float endX, float endY, float endZ, int steps, const int *instructions, bool isActive);
bool tick();
bool isPresent() const { return _isPresent; }
void setPaused() { _isPaused = true; }
void resetPaused() { _isPaused = false; }
bool isPaused() const { return _isPaused; }
void setTime(uint32 t) { _time = t; }
void readdObject(int itemId);
void save(SaveFileWriteStream &f);
void load(SaveFileReadStream &f);
};
class PoliceMaze : ScriptBase {
bool _isPaused;
bool _isActive;
bool _isEnding;
int _pm_var1;
int _pm_var2;
public:
PoliceMazeTargetTrack *_tracks[kNumMazeTracks];
public:
PoliceMaze(BladeRunnerEngine *vm);
~PoliceMaze();
void tick();
void clear(bool isLoadingGame);
void setPauseState(bool state);
void activate();
void save(SaveFileWriteStream &f);
void load(SaveFileReadStream &f);
};
} // End of namespace BladeRunner
#endif
|