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
|
/* 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<BehaviorEntry *> _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<BehaviorInfo *> _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);
bool setBehaviorEnabled(StaticANIObject *obj, int aniId, int quId, int flag);
void setFlagByStaticAniObject(StaticANIObject *ani, int flag);
BehaviorEntryInfo *getBehaviorEntryInfoByMessageQueueDataId(StaticANIObject *ani, int id1, int id2);
};
} // End of namespace Fullpipe
#endif /* FULLPIPE_BEHAVIOR_H */
|