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91 lines
2.4 KiB
C++
91 lines
2.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef FULLPIPE_BEHAVIOR_H
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#define FULLPIPE_BEHAVIOR_H
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namespace Fullpipe {
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struct BehaviorEntryInfo {
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MessageQueue *_messageQueue;
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int _delay;
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uint32 _percent;
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int _flags;
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BehaviorEntryInfo(GameVar *subvar, Scene *sc, int *delay);
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};
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struct BehaviorEntry {
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int _staticsId;
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int _itemsCount;
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int _flags;
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BehaviorEntryInfo **_items;
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BehaviorEntry();
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BehaviorEntry(GameVar *var, Scene *sc, StaticANIObject *ani, int *minDelay);
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};
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struct BehaviorInfo {
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StaticANIObject *_ani;
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int _staticsId;
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int _counter;
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int _counterMax;
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int _flags;
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int _subIndex;
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int _itemsCount;
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Common::Array<BehaviorEntry *> _bheItems;
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BehaviorInfo() { clear(); }
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void clear();
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void initAmbientBehavior(GameVar *var, Scene *sc);
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void initObjectBehavior(GameVar *var, Scene *sc, StaticANIObject *ani);
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};
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class BehaviorManager : public CObject {
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Common::Array<BehaviorInfo *> _behaviors;
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Scene *_scene;
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bool _isActive;
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public:
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BehaviorManager();
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~BehaviorManager();
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void clear();
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void initBehavior(Scene *scene, GameVar *var);
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void updateBehaviors();
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void updateBehavior(BehaviorInfo *behaviorInfo, BehaviorEntry *entry);
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void updateStaticAniBehavior(StaticANIObject *ani, int delay, BehaviorEntry *beh);
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bool setBehaviorEnabled(StaticANIObject *obj, int aniId, int quId, int flag);
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void setFlagByStaticAniObject(StaticANIObject *ani, int flag);
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BehaviorEntryInfo *getBehaviorEntryInfoByMessageQueueDataId(StaticANIObject *ani, int id1, int id2);
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};
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} // End of namespace Fullpipe
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#endif /* FULLPIPE_BEHAVIOR_H */
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