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author | Peter Kohaut | 2018-01-14 12:12:06 +0100 |
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committer | Peter Kohaut | 2018-01-28 10:57:16 +0100 |
commit | 1e5f9d3078f236f306b5d868bcd52f4e47f7b512 (patch) | |
tree | 0d402af27d75064d60e4674ab3bd4c9ad08759f1 /engines/bladerunner/actor.h | |
parent | 3a937f19c0a5e347c801c62d345475be082f9e41 (diff) | |
download | scummvm-rg350-1e5f9d3078f236f306b5d868bcd52f4e47f7b512.tar.gz scummvm-rg350-1e5f9d3078f236f306b5d868bcd52f4e47f7b512.tar.bz2 scummvm-rg350-1e5f9d3078f236f306b5d868bcd52f4e47f7b512.zip |
BLADERUNNER: Added basic KIA interface
Settings works
Help works
Clue database works
Fixed code for inserting objects into scene
Reorganization of few files
Unification & code formatting of few older files
Diffstat (limited to 'engines/bladerunner/actor.h')
-rw-r--r-- | engines/bladerunner/actor.h | 34 |
1 files changed, 18 insertions, 16 deletions
diff --git a/engines/bladerunner/actor.h b/engines/bladerunner/actor.h index 8c426bde68..5068143776 100644 --- a/engines/bladerunner/actor.h +++ b/engines/bladerunner/actor.h @@ -39,6 +39,7 @@ class View; class Actor { friend class ScriptBase; + friend class KIA; BladeRunnerEngine *_vm; @@ -80,9 +81,9 @@ private: // Movement bool _movementTrackPaused; - int _movementTrackNextWaypointId; - int _movementTrackNextDelay; // probably not used - int _movementTrackNextAngle; // probably not used + int _movementTrackNextWaypointId; + int _movementTrackNextDelay; // probably not used + int _movementTrackNextAngle; // probably not used bool _movementTrackNextRunning; int _movementTrackWalkingToWaypointId; @@ -119,14 +120,14 @@ public: void setAtXYZ(const Vector3 &pos, int facing, bool setFacing = true, bool moving = false, bool retired = false); void setAtWaypoint(int waypointId, int angle, int unknown, bool retired); - float getX(); - float getY(); - float getZ(); - void getXYZ(float* x, float* y, float* z); - int getFacing(); - int getAnimationMode(); + float getX() const; + float getY() const; + float getZ() const; + void getXYZ(float *x, float *y, float *z) const; + int getFacing() const; + int getAnimationMode() const; - Vector3 getPosition() { return _position; } + Vector3 getPosition() const { return _position; } void changeAnimationMode(int animationMode, bool force = false); void setFPS(int fps); @@ -153,12 +154,12 @@ public: bool tick(bool forceUpdate, Common::Rect *screenRect); bool draw(Common::Rect *screenRect); - int getSetId(); + int getSetId() const; void setSetId(int setId); BoundingBox *getBoundingBox() const { return _bbox; } Common::Rect *getScreenRectangle() { return &_screenRectangle; } int getWalkbox() const { return _walkboxId; } - bool isRetired()const { return _isRetired; } + bool isRetired() const { return _isRetired; } bool isTargetable() const { return _isTargetable; } void setTargetable(bool targetable); bool isImmuneToObstacles() const { return _isImmuneToObstacles; } @@ -192,7 +193,7 @@ public: void modifyIntelligence(signed int change); void modifyStability(signed int change); void setFlagDamageAnimIfMoving(bool value); - bool getFlagDamageAnimIfMoving(); + bool getFlagDamageAnimIfMoving() const; void setHealth(int hp, int maxHp); void retire(bool isRetired, int width, int height, int retiredByActorId); @@ -201,7 +202,7 @@ public: void combatModeOff(); void setGoal(int goalNumber); - int getGoal(); + int getGoal() const; float distanceFromActor(int otherActorId); @@ -212,15 +213,16 @@ public: void addClueToDatabase(int clueId, int unknown, bool clueAcquired, bool unknownFlag, int fromActorId); void acquireClue(int clueId, bool unknownFlag, int fromActorId); void loseClue(int clueId); - bool hasClue(int clueId); + bool hasClue(int clueId) const; void copyClues(int actorId); int soundVolume() const; int soundBalance() const; + private: void setFacing(int facing, bool halfOrSet = true); void setBoundingBox(const Vector3 &position, bool retired); - float distanceFromView(View* view) const; + float distanceFromView(View *view) const; bool loopWalk(const Vector3 &destination, int destinationOffset, bool a3, bool run, const Vector3 &start, float a6, float a7, bool a8, bool *isRunning, bool async); bool walkTo(bool run, const Vector3 &destination, bool a3); |