scummvm/engines/trecision/actor.h
2021-06-16 22:41:33 +03:00

88 lines
2.0 KiB
C++

/* 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 TRECISION_ACTOR_H
#define TRECISION_ACTOR_H
#include "trecision/struct.h"
#include "common/scummsys.h"
#include "common/serializer.h"
namespace Trecision {
#define MAXLIGHT 40
class TrecisionEngine;
class Actor {
TrecisionEngine *_vm;
SLight _lightArea[MAXLIGHT];
SCamera _cameraArea;
uint8 *_textureData;
STexture _textureArea[MAXMAT];
void initTextures();
void readModel(const char *filename);
void microproseHeadFix(uint32 actionNum);
public:
Actor(TrecisionEngine *vm);
~Actor();
SVertex *_characterArea;
SVertex *_vertex;
SFace *_face;
SLight *_light;
SCamera *_camera;
STexture *_textures;
int16 _textureCoord[MAXFACE][3][2];
uint32 _vertexNum;
uint32 _faceNum;
uint32 _lightNum;
float _px, _pz;
float _dx, _dz;
float _theta;
int _lim[6];
int _curFrame;
int _curAction;
void syncGameStream(Common::Serializer &ser);
void actorDoAction(int action);
void actorStop();
void read3D(Common::SeekableReadStreamEndian *ff);
float frameCenter(SVertex *v);
void updateStepSound();
bool actorRectIsValid() const;
Common::Rect getActorRect() const;
};
} // End of namespace Trecision
#endif