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/* 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 int getHeight();
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(byte *buffer, bool complete = true);
private:
TDirection _targetDir;
TDirection _afterWalkDir;
AdPath *_path;
AdSpriteSet *_walkSprite;
AdSpriteSet *_standSprite;
AdSpriteSet *_turnLeftSprite;
AdSpriteSet *_turnRightSprite;
BaseArray<AdSpriteSet *> _talkSprites;
BaseArray<AdSpriteSet *> _talkSpritesEx;
TDirection _dir;
// new anim system
Common::String _talkAnimName;
Common::String _idleAnimName;
Common::String _walkAnimName;
Common::String _turnLeftAnimName;
Common::String _turnRightAnimName;
BaseArray<AdSpriteSet *> _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
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