scummvm/engines/wintermute/ad/ad_object_3d.h
2024-11-20 08:05:49 +01:00

77 lines
2.3 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on WME.
* http://dead-code.org/redir.php?target=wme
* Copyright (c) 2003-2013 Jan Nedoma and contributors
*/
#ifndef WINTERMUTE_AD_OBJECT_3D_H
#define WINTERMUTE_AD_OBJECT_3D_H
#include "engines/wintermute/ad/ad_object.h"
namespace Wintermute {
class ShadowVolume;
class AdObject3D : public AdObject {
public:
bool setupLights();
bool convert3DTo2D(DXMatrix *worldMat, int32 *posX, int32 *posY);
bool skipTo(int x, int y, bool tolerant = false);
char *_tempSkelAnim;
DXVector3 _lastPosVector;
DECLARE_PERSISTENT(AdObject3D, AdObject)
bool _dropToFloor;
bool display() override;
bool update() override;
AdObject3D(BaseGame *inGame);
virtual ~AdObject3D();
bool getBonePosition2D(const char *boneName, int32 *x, int32 *y);
bool getBonePosition3D(const char *boneName, DXVector3 *pos, DXVector3 *offset = nullptr);
float _velocity;
float _angVelocity;
uint32 _ambientLightColor;
bool _hasAmbientLightColor;
// scripting interface
ScValue *scGetProperty(const Common::String &name) override;
bool scSetProperty(const char *name, ScValue *value) override;
bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override;
const char *scToString() override;
ShadowVolume *getShadowVolume();
private:
ShadowVolume *_shadowVolume;
BaseArray<char *> _ignoredLights;
void clearIgnoredLights();
bool addIgnoredLight(char *lightName);
bool removeIgnoredLight(char *lightName);
};
} // namespace Wintermute
#endif