28 #ifndef WINTERMUTE_AD_ACTOR_3DX_H 29 #define WINTERMUTE_AD_ACTOR_3DX_H 31 #include "engines/wintermute/ad/ad_object_3d.h" 32 #include "engines/wintermute/base/base_animation_transition_time.h" 33 #include "engines/wintermute/base/base_point.h" 34 #include "engines/wintermute/base/gfx/xmath.h" 35 #include "engines/wintermute/coll_templ.h" 45 PartEmitter *createParticleEmitter(
bool followParent =
false,
int offsetX = 0,
int offsetY = 0)
override;
47 bool updatePartEmitter()
override;
51 bool displayShadowVolume();
52 bool restoreDeviceObjects()
override;
53 bool invalidateDeviceObjects()
override;
54 int32 _stateAnimChannel;
55 void talk(
const char *text,
const char *sound =
nullptr, uint32 duration = 0,
const char *stances =
nullptr, TTextAlign align = TAL_CENTER)
override;
56 int32 getHeight()
override;
57 bool playAnim3DX(
const char *name,
bool setState);
58 bool playAnim3DX(
int channel,
const char *name,
bool setState);
60 uint32 getAnimTransitionTime(
char *from,
char *to)
override;
63 virtual bool renderModel()
override;
65 uint32 _defaultTransTime;
66 uint32 _defaultStopTransTime;
68 float _afterWalkAngle;
75 int32 _talkAnimChannel;
77 TDirectWalkMode _directWalkMode;
78 TDirectTurnMode _directTurnMode;
81 float _directWalkVelocity;
82 float _directTurnVelocity;
96 void goTo3D(
DXVector3 targetPos,
float targetAngle = -1.0f);
97 void goTo2D(
int x,
int y,
float targetAngle = -1.0f);
98 bool turnTo(
float angle);
102 bool display()
override;
103 bool update()
override;
108 bool loadFile(
const char *filename);
109 bool loadBuffer(byte *buffer,
bool complete =
true);
110 float dirToAngle(TDirection dir);
111 TDirection angleToDir(
float angle);
113 bool updateAttachments();
114 bool displayAttachments(
bool registerObjects);
118 bool scSetProperty(
const char *name,
ScValue *value)
override;
120 const char *scToString()
override;
123 bool parseEffect(byte *buffer);
125 bool turnToStep(
float velocity);
126 bool prepareTurn(
float targetAngle);
127 bool mergeAnimations(
const char *filename);
128 bool mergeAnimations2(
const char *filename);
129 bool unloadAnimation(
const char *animName);
130 bool isGoToNeeded(
int x,
int y);
Definition: base_game.h:76
Definition: base_point.h:36
Definition: ad_path3d.h:37
Definition: script_value.h:42
Definition: ad_actor_3dx.h:43
Definition: script_stack.h:41
Definition: part_emitter.h:38
Definition: ad_object_3d.h:37
Definition: coll_templ.h:63
Definition: achievements_tables.h:27