1 /* ResidualVM - A 3D game interpreter
2  *
3  * ResidualVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #ifndef GRIM_ACTOR_H
24 #define GRIM_ACTOR_H
25 
26 #include "engines/grim/pool.h"
27 #include "engines/grim/object.h"
28 #include "engines/grim/color.h"
29 #include "math/vector3d.h"
30 #include "math/angle.h"
31 #include "math/quat.h"
32 
33 namespace Grim {
34 
35 class TextObject;
36 class Sector;
37 class Costume;
38 class LipSync;
39 class Font;
40 class Set;
41 class Material;
42 struct SetShadow;
43 struct Joint;
44 class EMIModel;
45 
46 struct Plane {
47 	Common::String setName;
48 	Sector *sector;
49 };
50 
51 typedef Common::List<Plane> SectorListType;
52 
53 #define MAX_SHADOWS 8
54 
55 struct Shadow {
56 	Shadow();
57 
58 	Common::String name;
59 	Math::Vector3d pos;
60 	SectorListType planeList;
61 	byte *shadowMask;
62 	int shadowMaskSize;
63 	bool active;
64 	bool dontNegate;
65 	Color color;
66 	void *userData;
67 };
68 
69 /**
70  * @class Actor
71  *
72  * @short Actor represents a 3D character on screen.
73  */
74 class Actor : public PoolObject<Actor> {
75 public:
76 	enum CollisionMode {
77 		CollisionOff = 0,
78 		CollisionBox = 1,
79 		CollisionSphere = 2
80 	};
81 
82 	enum AlphaMode {
83 		AlphaOff = -1,
84 		AlphaReplace = 2,
85 		AlphaModulate = 3 // Seems to be unused
86 	};
87 
88 	enum LightMode {
89 		LightStatic = 0,
90 		LightFastDyn = 1,
91 		LightNormDyn = 2,
92 		LightNone = 3
93 	};
94 
95 	/**
96 	 * Builds an actor setting up only the minimal variables.
97 	 */
98 	Actor();
99 	/**
100 	 * Destroys the actor.
101 	 * The actor is automatically removed from the GrimEngine instance.
102 	 */
103 	~Actor();
104 
getStaticTag()105 	static int32 getStaticTag() { return MKTAG('A', 'C', 'T', 'R'); }
106 
107 	/**
108 	 * Saves the actor state.
109 	 *
110 	 * @param savedState The save state to which save the actor's state.
111 	 */
112 	void saveState(SaveGame *savedState) const;
113 	/**
114 	 * Restores the actor state.
115 	 *
116 	 * @param savedState The saved state from which the actor will be restored.
117 	 */
118 	bool restoreState(SaveGame *savedState);
119 
120 	/**
121 	 * Returns the name of the actor.
122 	 */
getName()123 	const Common::String &getName() const { return _name; }
124 
125 	/**
126 	 * Sets the name of the actor.
127 	 *
128 	 * @param name The name.
129 	 */
setName(const Common::String & name)130 	void setName(const Common::String &name) { _name = name; }
131 
132 	/**
133 	 * Sets the color of the subtitles of the actor.
134 	 *
135 	 * @param color The color.
136 	 * @see getTalkColor
137 	 */
setTalkColor(const Color & color)138 	void setTalkColor(const Color &color) { _talkColor = color; }
139 	/**
140 	 * Returns the color of the subtitles of the actor.
141 	 *
142 	 * @see setTalkColor
143 	 */
getTalkColor()144 	Color getTalkColor() const { return _talkColor; }
145 
146 	/**
147 	 * Sets the position of the actor on the 3D scene.
148 	 *
149 	 * @param position The position.
150 	 * @see getPos
151 	 */
152 	void setPos(const Math::Vector3d &position);
153 	/**
154 	 * Returns the position of the actor on the 3D scene.
155 	 *
156 	 * @see setPos
157 	 */
getPos()158 	Math::Vector3d getPos() const { return _pos; }
getDestPos()159 	inline Math::Vector3d getDestPos() const { return _destPos; }
160 
161 	/**
162 	 * Tells the actor to go to the wanted position.
163 	 * If the actor follows the walkboxes it will find the best
164 	 * route to go there, otherwise it will walk on a straight line.
165 	 *
166 	 * @param position The destination position.
167 	 * @see stopWalking
168 	 * @see isWalking
169 	 */
170 	void walkTo(const Math::Vector3d &position);
171 	/**
172 	 * Stops immediately the actor's walk.
173 	 *
174 	 * @see walkTo
175 	 * @see isWalking
176 	 */
stopWalking()177 	void stopWalking() { _walking = false; }
178 	/**
179 	 * Returns true if the actor is walking to a position.
180 	 *
181 	 * @see walkTo
182 	 * @see stopWalking
183 	 */
184 	bool isWalking() const;
185 
186 	/**
187 	 * Sets the rotation of thes actor in the 3D scene.
188 	 * The effect is not immediate, the actor will slowly rotate
189 	 * to the destination orientation.
190 	 *
191 	 * @param pitch The rotation of the x axis
192 	 * @param yaw The rotation of the z axis
193 	 * @param roll The rotation of the y axis
194 	 * @param snap If true tells the actor to increate its turn speed.
195 	 * @see getPitch
196 	 * @see getYaw
197 	 * @see getRoll
198 	 * @see setRot
199 	 * @see turn
200 	 * @see isTurning
201 	 */
202 	void turnTo(const Math::Angle &pitch, const Math::Angle &yaw, const Math::Angle &roll, bool snap = false);
203 	/**
204 	 * Turn the actor towards a point in space.
205 	 * The effect is not immediate, the actor will slowly rotate
206 	 * to the destination orientation.
207 	 *
208 	 * @param pos The position the actor should turn to.
209 	 * @param snap If true tells the actor to increate its turn speed.
210 	 * @see turnTo
211 	 * @see setRot
212 	 */
213 	void turnTo(const Math::Vector3d &pos, bool snap = false);
214 	/**
215 	 * Turn the actor towards a point in space, by an amount defined by the turn rate.
216 	 * This function does not make an actor point at the given position, but it makes
217 	 * it rotate towards that.
218 	 *
219 	 * @param pos The position the actor should turn to.
220 	 * @return true if the actor has reached the desired orientation
221 	 * @see turnTo
222 	 * @see setRot
223 	 */
224 	bool singleTurnTo(const Math::Vector3d &pos);
225 	/**
226 	 * Returns true if the actor is turning.
227 	 *
228 	 * @see turnTo
229 	 */
230 	bool isTurning() const;
231 	/**
232 	 * Stops the actor from turning
233 	 */
234 	void stopTurning();
235 	/**
236 	 * Sets the rotation of the actor in the 3D scene.
237 	 * The effect is immediate.
238 	 *
239 	 * @param pitch The rotation of the x axis
240 	 * @param yaw The rotation of the z axis
241 	 * @param roll The rotation of the y axis
242 	 * @see getPitch
243 	 * @see getYaw
244 	 * @see getRoll
245 	 * @see turnTo
246 	 * @see turn
247 	 * @see isTurning
248 	 */
249 	void setRot(const Math::Angle &pitch, const Math::Angle &yaw, const Math::Angle &roll);
250 	/**
251 	 * Turn the actor towards a point in space.
252 	 * The effect is immediate.
253 	 *
254 	 * @param pos The position the actor should turn to.
255 	 * @see turnTo
256 	 * @see setRot
257 	 */
258 	void setRot(const Math::Vector3d &pos);
259 	/**
260 	 * Turns the actor by the given parameter on the z axis.
261 	 * The actual movement depends also on the turn rate.
262 	 *
263 	 * @param dir The quantity of the movement.
264 	 * @see getPitch
265 	 * @see getYaw
266 	 * @see getRoll
267 	 * @see setRot
268 	 * @see turnTo
269 	 * @see isTurning
270 	 */
271 	void turn(int dir);
272 	/**
273 	 * Returns the pitch of the actor, which is the rotation
274 	 * on the x axis.
275 	 *
276 	 * @see getYaw
277 	 * @see getRoll
278 	 * @see setRot
279 	 * @see turnTo
280 	 * @see isTurning
281 	 */
getPitch()282 	Math::Angle getPitch() const { return _pitch; }
283 	/**
284 	 * Returns the yaw of the actor, which is the rotation
285 	 * on the z axis.
286 	 *
287 	 * @see getPitch
288 	 * @see getRoll
289 	 * @see setRot
290 	 * @see turnTo
291 	 * @see isTurning
292 	 */
getYaw()293 	Math::Angle getYaw() const { return _yaw; }
294 	/**
295 	 * Returns the roll of the actor, which is the rotation
296 	 * on the y axis.
297 	 *
298 	 * @see getPitch
299 	 * @see getYaw
300 	 * @see setRot
301 	 * @see turnTo
302 	 * @see isTurning
303 	 */
getRoll()304 	Math::Angle getRoll() const { return _roll; }
305 
306 	/**
307 	 * Calculates and returns the angle between the direction the
308 	 * actor is facing and the direction towards another actor.
309 	 *
310 	 * @param actor The actor to look at.
311 	 */
312 	Math::Angle  getYawTo(const Actor *actor) const;
313 	/**
314 	 * Calculates and returns the angle between the direction the
315 	 * actor is facing and the direction towards a point.
316 	 *
317 	 * @param actor The point to look at.
318 	 */
319 	Math::Angle  getYawTo(const Math::Vector3d &p) const;
320 
321 	/**
322 	 * Sets the actor visibility.
323 	 *
324 	 * @param val The value: true if visible, false otherwise.
325 	 * @see isVisible
326 	 */
setVisibility(bool val)327 	void setVisibility(bool val) { _visible = val; }
328 	/**
329 	 * Returns true if the actor is visible.
330 	 *
331 	 * @see setVisibility
332 	 */
isVisible()333 	bool isVisible() const { return _visible; }
334 
335 	/**
336 	 * Sets the scale of the actor.
337 	 * A value of 1 is the natural size.
338 	 *
339 	 * @param scale The scale of the actor.
340 	 */
setScale(float scale)341 	void setScale(float scale) { _scale = scale; }
getScale()342 	float getScale() const { return _scale; }
343 
344 	/**
345 	 * Sets the time scale of the actor, used to calculate the
346 	 * speed of its animations.
347 	 * A value of 1 is the normal speed.
348 	 *
349 	 * @param scale The time scale.
350 	 * @see getTimeScale
351 	 */
setTimeScale(float scale)352 	void setTimeScale(float scale) { _timeScale = scale; }
353 	/**
354 	 * Returns the time scale of the actor.
355 	 *
356 	 * @see setTimeScale
357 	 */
getTimeScale()358 	float getTimeScale() const { return _timeScale; }
359 
360 	/**
361 	 * Puts the actor in a set.
362 	 *
363 	 * @param setName The name of the set.
364 	 */
365 	void putInSet(const Common::String &setName);
366 	/**
367 	 * Returns true if the actor is in the given set.
368 	 * For engine internal use only, do not expose via lua API.
369 	 *
370 	 * @param setName The name of the set.
371 	 */
372 	bool isDrawableInSet(const Common::String &setName) const;
373 	/**
374 	 * Returns true if the actor is in the given set.
375 	 * Can be exposed via lua API.
376 	 *
377 	 * @param setName The name of the set.
378 	 */
379 	bool isInSet(const Common::String &setName) const;
380 
381 	/**
382 	 * Sets the rate of the turning.
383 	 *
384 	 * @param rat The wanted rate.
385 	 * @see getTurnRate
386 	 */
setTurnRate(float rate)387 	void setTurnRate(float rate) { _turnRate = rate; }
388 	/**
389 	 * Returns the turn rate.
390 	 *
391 	 * @see setTurnRate
392 	 */
getTurnRate()393 	float getTurnRate() const { return _turnRate; }
394 	/**
395 	 * Sets the rate of the walk movement.
396 	 *
397 	 * @param rate The wanted rate.
398 	 * @see getWalkRate
399 	 */
setWalkRate(float rate)400 	void setWalkRate(float rate) { _walkRate = rate; }
401 	/**
402 	 * Returns the walk rate of the actor.
403 	 *
404 	 * @see setWalkRate
405 	 */
getWalkRate()406 	float getWalkRate() const { return _walkRate; }
407 
setLooking(bool lookingMode)408 	void setLooking(bool lookingMode) { _lookingMode = lookingMode; }
409 
410 	/**
411 	 * Makes the actor move forward, the lenght of the movement based
412 	 * on the walk rate.
413 	 * If it is following boxes it will not go into not walkable areas.
414 	 *
415 	 * @see walkTo
416 	 */
417 	void walkForward();
418 	void moveTo(const Math::Vector3d &pos);
419 	/**
420 	 * Used to tell the actor if it is running or not.
421 	 *
422 	 * @param running The value: true if it is running.
423 	 */
setRunning(bool running)424 	void setRunning(bool running) { _running = running; }
setReflection(float angle)425 	void setReflection(float angle) { _reflectionAngle = angle; }
426 	/**
427 	 * Returns a vector representing the direction the actor
428 	 * is facing.
429 	 */
430 	Math::Vector3d getPuckVector() const;
431 
432 	void setPuckOrient(bool orient);
433 
434 	/**
435 	 * Makes the actor say the given line.
436 	 * It will show a subtitle and/or play the voice, depending
437 	 * on the speech mode set in the GrimEngine instance.
438 	 *
439 	 * @param msgId The id of the message to say.
440 	 * @param background ?? actual meaning unknown yet.
441 	 * @see isTalking
442 	 * @see shutUp
443 	 */
444 	void sayLine(const char *msgId, bool background, float x, float y);
445 	// When we clean all text objects we don't want the actors to clean their
446 	// objects again since they're already freed
447 	void lineCleanup();
448 	/**
449 	 * Makes the actor discard any subtitle and voice.
450 	 *
451 	 * @see sayLine
452 	 * @see isTalking
453 	 */
454 	void shutUp();
455 	/**
456 	 * Returns true if the actor is saying something.
457 	 *
458 	 * @see sayLine
459 	 * @see shutUp
460 	 */
461 	bool isTalking();
462 
463 	void setRestChore(int choreNumber, Costume *cost);
464 	int getRestChore() const;
465 	void setWalkChore(int choreNumber, Costume *cost);
466 	void setTurnChores(int left_chore, int right_chore, Costume *cost);
467 	void setTalkChore(int index, int choreNumber, Costume *cost);
468 	int getTalkChore(int index) const;
469 	Costume *getTalkCostume(int index) const;
470 	void setMumbleChore(int choreNumber, Costume *cost);
471 	void stopAllChores(bool ignoreLoopingChores = false);
472 	void setColormap(const char *map);
473 	void pushCostume(const char *name);
474 	void setCostume(const char *name);
475 	void popCostume();
476 	void clearCostumes();
477 	Costume *getCurrentCostume() const;
478 	void setLocalAlphaMode(unsigned int vertex, AlphaMode alphamode);
479 	void setLocalAlpha(unsigned int vertex, float alpha);
480 	bool hasLocalAlpha() const;
481 	float getLocalAlpha(unsigned int vertex) const;
482 	Costume *findCostume(const Common::String &name);
getCostumeStackDepth()483 	int getCostumeStackDepth() const {
484 		return _costumeStack.size();
485 	}
getCostumes()486 	const Common::List<Costume *> &getCostumes() const { return _costumeStack; }
487 
488 	void setActiveShadow(int shadowId);
489 	void setShadowPoint(const Math::Vector3d &pos);
490 	void setShadowColor(const Color &color);
491 	void setShadowPlane(const char *name);
492 	void addShadowPlane(const char *name);
493 	void clearShadowPlanes();
494 	void clearShadowPlane(int i);
495 	void setShadowValid(int);
496 	void setActivateShadow(int, bool);
497 
498 	void setFollowBoxes(bool follow);
hasFollowedBoxes()499 	bool hasFollowedBoxes() const { return _hasFollowedBoxes; }
500 	void update(uint frameTime);
501 	/**
502 	 * Check if the actor is still talking. If it is returns true, otherwise false.
503 	 */
504 	bool updateTalk(uint frameTime);
505 	void draw();
506 
isLookAtVectorZero()507 	bool isLookAtVectorZero() {
508 		return _lookAtVector.isZero();
509 	}
setLookAtVectorZero()510 	void setLookAtVectorZero() {
511 		_lookAtVector.set(0.f, 0.f, 0.f);
512 		_lookAtActor = 0;
513 	}
setLookAtVector(const Math::Vector3d & vector)514 	void setLookAtVector(const Math::Vector3d &vector) {
515 		_lookAtVector = vector;
516 		_lookAtActor = 0;
517 	}
getLookAtVector()518 	Math::Vector3d getLookAtVector() {
519 		return _lookAtVector;
520 	}
setLookAtActor(Actor * other)521 	void setLookAtActor(Actor *other) { _lookAtActor = other->getId(); }
522 	void setLookAtRate(float rate);
523 	float getLookAtRate() const;
524 	void setHead(int joint1, int joint2, int joint3, float maxRoll, float maxPitch, float maxYaw);
525 	void setHead(const char *joint, const Math::Vector3d &offset);
526 	void setHeadLimits(float yawRange, float maxPitch, float minPitch);
527 
528 	void setCollisionMode(CollisionMode mode);
529 	void setCollisionScale(float scale);
530 
531 	bool handleCollisionWith(Actor *actor, CollisionMode mode, Math::Vector3d *vec) const;
532 
533 	static void saveStaticState(SaveGame *state);
534 	static void restoreStaticState(SaveGame *state);
535 
isAttached()536 	bool isAttached() const { return _attachedActor != 0; }
537 	Math::Vector3d getWorldPos() const;
538 	void attachToActor(Actor *other, const char *joint);
539 	void detach();
540 	Math::Quaternion getRotationQuat() const;
541 	const Math::Matrix4 getFinalMatrix() const;
542 	Math::Vector3d getHeadPos() const;
543 
setInOverworld(bool inOverworld)544 	void setInOverworld(bool inOverworld) { _inOverworld = inOverworld; }
isInOverworld()545 	bool isInOverworld() const { return _inOverworld; }
546 
getGlobalAlpha()547 	float getGlobalAlpha() const { return _globalAlpha; }
getAlphaMode()548 	AlphaMode getAlphaMode() const { return _alphaMode; }
getEffectiveAlpha()549 	float getEffectiveAlpha() const { return _alphaMode != AlphaOff ? _globalAlpha : 1.f; }
550 	void setGlobalAlpha(float alpha, const Common::String &mesh);
551 	void setAlphaMode(AlphaMode mode, const Common::String &mesh);
552 
553 	int getSortOrder() const;
554 	void setSortOrder(const int order);
555 	int getEffectiveSortOrder() const;
556 
557 	void activateShadow(bool active, const char *shadowName);
558 	void activateShadow(bool active, SetShadow *shadow);
559 
560 	void drawToCleanBuffer();
561 
562 	bool isTalkingForeground() const;
563 
getLightMode()564 	LightMode getLightMode() const { return _lightMode; }
setLightMode(LightMode lightMode)565 	void setLightMode(LightMode lightMode) { _lightMode = lightMode; }
566 
567 	ObjectPtr<Material> loadMaterial(const Common::String &name, bool clamp);
568 	ObjectPtr<Material> findMaterial(const Common::String &name);
569 
570 	void getBBoxInfo(Math::Vector3d &bboxPos, Math::Vector3d &bboxSize) const;
571 
572 private:
573 	void costumeMarkerCallback(int marker);
574 	void collisionHandlerCallback(Actor *other) const;
575 	void updateWalk();
576 	void addShadowPlane(const char *n, Set *scene, int shadowId);
577 	bool shouldDrawShadow(int shadowId);
578 	void stopTalking();
579 	bool stopMumbleChore();
580 	void drawCostume(Costume *costume);
581 	/**
582 	 * Given a start point and a destination this function returns a position
583 	 * that doesn't collide with any actor.
584 	 */
585 	Math::Vector3d handleCollisionTo(const Math::Vector3d &from, const Math::Vector3d &pos) const;
586 	/**
587 	 * Check if the line from pos to dest collides with this actor's bounding
588 	 * box, and if yes return a point that, together with pos, defines a line
589 	 * tangent with the bounding box.
590 	 */
591 	Math::Vector3d getTangentPos(const Math::Vector3d &pos, const Math::Vector3d &dest) const;
592 
593 	Math::Vector3d getSimplePuckVector() const;
594 	void calculateOrientation(const Math::Vector3d &pos, Math::Angle *pitch, Math::Angle *yaw, Math::Angle *roll);
595 
596 	bool getSphereInfo(bool adjustZ, float &size, Math::Vector3d &pos) const;
597 	EMIModel *findModelWithMesh(const Common::String &mesh);
598 
599 	Common::String _name;
600 	Common::String _setName;    // The actual current set
601 
602 	Color _talkColor;
603 	Math::Vector3d _pos;
604 	Math::Angle _pitch, _yaw, _roll;
605 	float _walkRate, _turnRate;
606 
607 	bool _followBoxes;  // Constrain to walkboxes
608 	bool _hasFollowedBoxes;
609 	float _reflectionAngle; // Maximum angle to turn by at walls
610 	bool _visible;
611 	float _scale;
612 	float _timeScale;
613 	bool _lookingMode;
614 	Common::String _talkSoundName;
615 	bool _talking;
616 	bool _backgroundTalk;
617 	ObjectPtr<LipSync> _lipSync;
618 	Common::List<Costume *> _costumeStack;
619 
620 	// Variables for gradual turning
621 	bool _turning;
622 	bool _singleTurning;
623 	// NOTE: The movement direction is separate from the direction
624 	// the actor's model is facing. The model's direction is gradually
625 	// updated to match the movement direction. This produces a smooth
626 	// turning animation while still allowing the actor to move in a
627 	// new direction immediately after reflecting off a wall.
628 	Math::Angle _moveYaw;
629 	Math::Angle _movePitch;
630 	Math::Angle _moveRoll;
631 	// This is used to increase momentarily the turn rate when needed
632 	float _turnRateMultiplier;
633 
634 	// Variables for walking to a point
635 	bool _walking;
636 	Math::Vector3d _destPos;
637 
638 	//chores
639 	class ActionChore {
640 	public:
641 		ActionChore();
642 		ActionChore(Costume *cost, int chore);
643 
644 		void play(bool fade = false, unsigned int time = fadeTime);
645 		void playLooping(bool fade = false, unsigned int time = fadeTime);
646 		void stop(bool fade = false, unsigned int time = fadeTime);
647 		void setLastFrame();
648 
isValid()649 		inline bool isValid() const { return _chore > -1 && _costume != nullptr; }
650 		bool isPlaying() const;
equals(const Costume * cost,int chore)651 		inline bool equals(const Costume *cost, int chore) const {
652 			return (_costume == cost && _chore == chore);
653 		}
654 
655 		void saveState(SaveGame *state) const;
656 		void restoreState(SaveGame *state, Actor *actor);
657 
658 		Costume *_costume;
659 		int _chore;
660 
661 		static const unsigned int fadeTime;
662 		static const unsigned int talkFadeTime;
663 	};
664 	ActionChore _restChore;
665 
666 	ActionChore _walkChore;
667 	bool _walkedLast, _walkedCur;
668 	bool _running;
669 
670 	ActionChore _leftTurnChore, _rightTurnChore;
671 	int _lastTurnDir, _currTurnDir;
672 
673 	ActionChore _talkChore[10];
674 	int _talkAnim;
675 
676 	ActionChore _mumbleChore;
677 
678 	Shadow *_shadowArray;
679 	int _activeShadowSlot;
680 
681 	static ObjectPtr<Font> _sayLineFont;
682 	int _sayLineText;
683 	bool _mustPlaceText;
684 
getTurnChore(int dir)685 	ActionChore *getTurnChore(int dir) {
686 		return (dir > 0 ? &_leftTurnChore : &_rightTurnChore);
687 	}
688 
689 	void freeCostume(Costume *costume);
690 	void freeCostumeChore(const Costume *toFree, ActionChore *chore);
691 
692 	// lookAt
693 	Math::Vector3d _lookAtVector;
694 
695 	// struct used for path finding
696 	struct PathNode {
697 		Sector *sect;
698 		PathNode *parent;
699 		Math::Vector3d pos;
700 		float dist;
701 		float cost;
702 	};
703 	Common::List<Math::Vector3d> _path;
704 
705 	CollisionMode _collisionMode;
706 	float _collisionScale;
707 
708 	bool _puckOrient;
709 
710 	static bool _isTalkingBackground;
711 	int _talkDelay;
712 	int _attachedActor;
713 	int _lookAtActor;
714 	Common::String _attachedJoint;
715 	AlphaMode _alphaMode;
716 	float _globalAlpha;
717 
718 	bool _inOverworld;
719 
720 	int _sortOrder;
721 	int _sectorSortOrder;
722 	bool _useParentSortOrder;
723 
724 	bool _fakeUnbound;
725 	bool _drawnToClean;
726 
727 	LightMode _lightMode;
728 
729 	Common::List<ObjectPtr<Material> > _materials;
730 
731 	// Highest vertex used in EMI
732 	const static unsigned int MAX_LOCAL_ALPHA_VERTICES = 48;
733 	Common::Array<float> _localAlpha;
734 	Common::Array<int> _localAlphaMode;
735 };
736 
737 } // end of namespace Grim
738 
739 #endif
740