ScummVM API documentation
TwinE::Scene Class Reference

#include <scene.h>

Public Member Functions

 Scene (TwinEEngine *engine)
 
ActorStructgetActor (int32 actorIdx)
 
void playSceneMusic ()
 
void reloadCurrentScene ()
 
void changeCube ()
 
bool loadSceneCubeXY (int sceneNum, int32 *cubeX, int32 *cubeY)
 
void processEnvironmentSound ()
 
void initSceneVars ()
 
bool isGameRunning () const
 
void stopRunningGame ()
 
void checkZoneSce (int32 actorIdx)
 

Public Attributes

int16 _cubeJingle = 0
 
int32 _newCube = LBA1SceneId::Citadel_Island_Prison
 
int32 _numCube = LBA1SceneId::Citadel_Island_Prison
 
int32 _oldcube = LBA1SceneId::Citadel_Island_Prison
 
int32 _planet = -1
 
int32 _numHolomapTraj = -1
 
TextBankId _sceneTextBank = TextBankId::None
 
int32 _alphaLight = 0
 
int32 _betaLight = 0
 
uint8 _island = 0
 
uint8 _shadowLevel = 0
 
uint8 _modeLabyrinthe = 0
 
uint8 _currentCubeX = 0
 
uint8 _currentCubeY = 0
 
IVec3 _sceneStart
 
int16 _startYFalling = 0
 
ScenePositionType _flagChgCube = ScenePositionType::kNoPosition
 
int32 _nbObjets = 0
 
ActorStruct_sceneHero = nullptr
 
int16 _mecaPenguinIdx = 0
 
int16 _numObjFollow = OWN_ACTOR_SCENE_INDEX
 
bool _flagClimbing = false
 
bool _enableEnhancements = false
 
int16 _currentScriptValue = 0
 
int16 _talkingActor = 0
 
int32 _sceneNumTracks = 0
 
IVec3 _sceneTracks [200]
 
bool _flagRenderGrid = true
 
uint8 _listFlagCube [80] {0}
 
int32 _sceneNumZones = 0
 
ZoneStruct _sceneZones [100]
 

Detailed Description

scene 0: 23 actors

scene 1: 14 actors actor 1 - car actor 2 - elephant actor 3 - soldier at the house actor 4 - patrolling soldier before gate actor 5 - soldier after gate actor 6 - ?? actor 7 - ?? actor 8 - left gate actor 9 - ?? actor 10 - door after leaving truck actor 11 - door subway actor 12 - guy at rubbish actor 13 - ??

Member Function Documentation

◆ changeCube()

void TwinE::Scene::changeCube ( )

Change to another scene

◆ loadSceneCubeXY()

bool TwinE::Scene::loadSceneCubeXY ( int  sceneNum,
int32 *  cubeX,
int32 *  cubeY 
)

For the buggy to get the 2D coordinates of an exterior cube in the map

◆ processEnvironmentSound()

void TwinE::Scene::processEnvironmentSound ( )

Process scene environment sound

◆ checkZoneSce()

void TwinE::Scene::checkZoneSce ( int32  actorIdx)

Process actor zones

Parameters
actorIdxProcess actor index

Member Data Documentation

◆ _startYFalling

int16 TwinE::Scene::_startYFalling = 0

Hero Y coordinate before fall

◆ _flagChgCube

ScenePositionType TwinE::Scene::_flagChgCube = ScenePositionType::kNoPosition

Hero type of position in scene

◆ _mecaPenguinIdx

int16 TwinE::Scene::_mecaPenguinIdx = 0

Meca penguin actor index

◆ _numObjFollow

int16 TwinE::Scene::_numObjFollow = OWN_ACTOR_SCENE_INDEX

Current followed actor in scene

◆ _flagClimbing

bool TwinE::Scene::_flagClimbing = false

Current actor in zone - climbing a ladder

◆ _currentScriptValue

int16 TwinE::Scene::_currentScriptValue = 0

Current actor manipulated in scripts


The documentation for this class was generated from the following file: