ScummVM API documentation
TwinE::Actor Class Reference

Public Member Functions

 Actor (TwinEEngine *engine)
 
void initSprite (int32 spriteNum, int32 actorIdx)
 
void setFrame (int32 actorIdx, uint32 frame)
 
void restartPerso ()
 
void loadHeroEntities ()
 
TextId getTextIdForBehaviour () const
 
void setBehaviour (HeroBehaviourType behaviour)
 
void initBody (BodyType bodyIdx, int16 actorIdx)
 
void startInitObj (int16 actorIdx)
 
void initObject (int16 actorIdx)
 
void hitObj (int32 actorIdx, int32 actorIdxAttacked, int32 strengthOfHit, int32 angle)
 
void checkCarrier (int32 actorIdx)
 
void giveExtraBonus (int32 actorIdx)
 
void posObjectAroundAnother (uint8 numsrc, uint8 numtopos)
 

Public Attributes

HeroBehaviourType _heroBehaviour = HeroBehaviourType::kNormal
 
HeroBehaviourType _saveHeroBehaviour = HeroBehaviourType::kNormal
 
bool _combatAuto = true
 
HeroBehaviourType _previousHeroBehaviour = HeroBehaviourType::kNormal
 
int16 _previousHeroAngle = 0
 
int16 _cropBottomScreen = 0
 
int16 _heroAnimIdxNORMAL = 0
 
int16 _heroAnimIdxATHLETIC = 0
 
int16 _heroAnimIdxAGGRESSIVE = 0
 
int16 _heroAnimIdxDISCRETE = 0
 
int16 _heroAnimIdxPROTOPACK = 0
 
int16 _heroAnimIdx [4]
 

Member Function Documentation

◆ restartPerso()

void TwinE::Actor::restartPerso ( )

Restart hero variables while opening new scenes

◆ loadHeroEntities()

void TwinE::Actor::loadHeroEntities ( )

Load hero 3D body and animations

◆ setBehaviour()

void TwinE::Actor::setBehaviour ( HeroBehaviourType  behaviour)

Set hero behaviour

Parameters
behaviourbehaviour value to set

◆ initBody()

void TwinE::Actor::initBody ( BodyType  bodyIdx,
int16  actorIdx 
)

Initialize 3D actor

Parameters
bodyIdx3D actor body index
actorIdx3D actor index

◆ startInitObj()

void TwinE::Actor::startInitObj ( int16  actorIdx)

Initialize actors

Parameters
actorIdxactor index to init

◆ initObject()

void TwinE::Actor::initObject ( int16  actorIdx)

Reset actor

Parameters
actorIdxactor index to init

◆ hitObj()

void TwinE::Actor::hitObj ( int32  actorIdx,
int32  actorIdxAttacked,
int32  strengthOfHit,
int32  angle 
)

Process hit actor

Parameters
actorIdxactor hitting index
actorIdxAttackedactor attacked index
strengthOfHitactor hitting strength of hit
angleangle of actor hitting

◆ checkCarrier()

void TwinE::Actor::checkCarrier ( int32  actorIdx)

Process actor carrier

◆ giveExtraBonus()

void TwinE::Actor::giveExtraBonus ( int32  actorIdx)

Process actor extra bonus

Member Data Documentation

◆ _combatAuto

bool TwinE::Actor::_combatAuto = true

Hero auto aggressive mode

◆ _previousHeroBehaviour

HeroBehaviourType TwinE::Actor::_previousHeroBehaviour = HeroBehaviourType::kNormal

Previous Hero behaviour

◆ _previousHeroAngle

int16 TwinE::Actor::_previousHeroAngle = 0

Previous Hero angle

◆ _heroAnimIdxNORMAL

int16 TwinE::Actor::_heroAnimIdxNORMAL = 0

Hero current anim for normal behaviour

◆ _heroAnimIdxATHLETIC

int16 TwinE::Actor::_heroAnimIdxATHLETIC = 0

Hero current anim for athletic behaviour

◆ _heroAnimIdxAGGRESSIVE

int16 TwinE::Actor::_heroAnimIdxAGGRESSIVE = 0

Hero current anim for aggressive behaviour

◆ _heroAnimIdxDISCRETE

int16 TwinE::Actor::_heroAnimIdxDISCRETE = 0

Hero current anim for discrete behaviour

◆ _heroAnimIdxPROTOPACK

int16 TwinE::Actor::_heroAnimIdxPROTOPACK = 0

Hero current anim for protopack behaviour

◆ _heroAnimIdx

int16 TwinE::Actor::_heroAnimIdx[4]

Hero anim for behaviour menu


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