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
|
/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef NGI_BEHAVIOR_H
#define NGI_BEHAVIOR_H
namespace NGI {
struct BehaviorMove {
MessageQueue *_messageQueue;
int _delay;
uint32 _percent;
int _flags;
BehaviorMove(GameVar *subvar, Scene *sc, int *delay);
};
struct BehaviorAnim {
int _staticsId;
int _flags;
Common::Array<BehaviorMove> _behaviorMoves;
BehaviorAnim();
BehaviorAnim(GameVar *var, Scene *sc, StaticANIObject *ani, int *minDelay);
};
struct BehaviorInfo {
StaticANIObject *_ani;
int _staticsId;
int _counter;
int _counterMax;
int _flags;
int _subIndex;
int _animsCount;
Common::Array<BehaviorAnim> _behaviorAnims;
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() override;
void clear();
void initBehavior(Scene *scene, GameVar *var);
void updateBehaviors();
void updateBehavior(BehaviorInfo &behaviorInfo, BehaviorAnim &entry);
void updateStaticAniBehavior(StaticANIObject &ani, int delay, const BehaviorAnim &beh);
bool setBehaviorEnabled(StaticANIObject *obj, int aniId, int quId, int flag);
void setFlagByStaticAniObject(StaticANIObject *ani, int flag);
BehaviorMove *getBehaviorMoveByMessageQueueDataId(StaticANIObject *ani, int id1, int id2);
};
} // End of namespace NGI
#endif /* NGI_BEHAVIOR_H */
|