/* 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef BLADERUNNER_ACTOR_H #define BLADERUNNER_ACTOR_H #include "bladerunner/boundingbox.h" #include "bladerunner/vector.h" #include "common/array.h" #include "common/rect.h" namespace BladeRunner { class ActorClues; class ActorCombat; class ActorWalk; class BladeRunnerEngine; class BoundingBox; class MovementTrack; class SaveFileReadStream; class SaveFileWriteStream; class View; class Actor { BladeRunnerEngine *_vm; static const int kActorTimers = 7; public: BoundingBox _bbox; Common::Rect _screenRectangle; MovementTrack *_movementTrack; ActorWalk *_walkInfo; ActorCombat *_combatInfo; ActorClues *_clues; private: int _honesty; int _intelligence; int _stability; int _combatAggressiveness; int _goalNumber; Common::Array _friendlinessToOther; int _currentHP; int _maxHP; int _id; int _setId; Vector3 _position; int _facing; // [0, 1024) int _targetFacing; int _walkboxId; int _cluesLimit; uint32 _timer4RemainDefault; // Flags bool _isTarget; bool _isInvisible; bool _isImmuneToObstacles; bool _mustReachWalkDestination; bool _isRetired; bool _inCombat; bool _isMoving; bool _damageAnimIfMoving; // Movement bool _movementTrackPaused; int _movementTrackNextWaypointId; int32 _movementTrackNextDelay; // probably not used int _movementTrackNextAngle; // fixed: used for AI_Movement_Track_Append_With_Facing - original: probably not used bool _movementTrackNextRunning; int _movementTrackWalkingToWaypointId; int32 _movementTrackDelayOnNextWaypoint; // Animation int _width; int _height; int _animationMode; int _animationModeCombatIdle; int _animationModeCombatWalk; int _animationModeCombatRun; int _fps; int _frameMs; int _animationId; int _animationFrame; int _retiredWidth; int _retiredHeight; uint32 _timersLeft[kActorTimers]; // this keeps time difference, and it is stored during save() (saveInt actually saves a uint32) uint32 _timersLast[kActorTimers]; // this keeps actual time, and is not stored during save(), so it can be a uint32 float _scale; Vector3 _actorSpeed; int _sitcomRatio; public: Actor(BladeRunnerEngine *_vm, int actorId); ~Actor(); void setup(int actorId); 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); int getId() const { return _id; }; float getX() const; float getY() const; float getZ() const; Vector3 getXYZ() const; int getFacing() const; int getAnimationMode() const; int getAnimationId() const; Vector3 getPosition() const { return _position; } void changeAnimationMode(int animationMode, bool force = false); void setFPS(int fps); void increaseFPS(); void timerStart(int timerId, int32 interval); void timerReset(int timerId); uint32 timerLeft(int timerId); void timersUpdate(); void timerUpdate(int timerId); void movementTrackNext(bool omitAiScript); void movementTrackPause(); void movementTrackUnpause(); void movementTrackWaypointReached(); bool loopWalk(const Vector3 &destination, int proximity, bool interruptible, bool runFlag, const Vector3 &start, float targetWidth, float targetSize, bool mustReach, bool *isRunningFlag, bool async); bool walkTo(bool runFlag, const Vector3 &destination, bool mustReach); bool loopWalkToActor(int otherActorId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); bool loopWalkToItem(int itemId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); bool loopWalkToSceneObject(const Common::String &objectName, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); bool loopWalkToWaypoint(int waypointId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); bool loopWalkToXYZ(const Vector3 &destination, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); bool asyncWalkToWaypoint(int waypointId, int proximity, bool runFlag, bool mustReach); void asyncWalkToXYZ(const Vector3 &destination, int proximity, bool runFlag, bool mustReach); void run(); bool tick(bool forceUpdate, Common::Rect *screenRect); void tickCombat(); bool draw(Common::Rect *screenRect); int getSetId() const; void setSetId(int setId); const BoundingBox &getBoundingBox() const { return _bbox; } const Common::Rect &getScreenRectangle() { return _screenRectangle; } int getWalkbox() const { return _walkboxId; } bool isRetired() const { return _isRetired; } bool isTarget() const { return _isTarget; } void setTarget(bool targetable); bool isImmuneToObstacles() const { return _isImmuneToObstacles; } bool inCombat() const { return _inCombat; } bool isMoving() const { return _isMoving; } void setMoving(bool value) { _isMoving = value; } bool mustReachWalkDestination() const { return _mustReachWalkDestination; } bool isWalking() const; bool isRunning() const; void stopWalking(bool value); void faceActor(int otherActorId, bool animate); void faceObject(const Common::String &objectName, bool animate); void faceItem(int itemId, bool animate); void faceWaypoint(int waypointId, bool animate); void faceXYZ(float x, float y, float z, bool animate); void faceXYZ(const Vector3 &pos, bool animate); void faceCurrentCamera(bool animate); void faceHeading(int heading, bool animate); void setFacing(int facing, bool halfOrSet = true); int getCurrentHP() const { return _currentHP; } int getMaxHP() const { return _maxHP; } void setCurrentHP(int hp); void setHealth(int hp, int maxHp); void modifyCurrentHP(signed int change); void modifyMaxHP(signed int change); int getFriendlinessToOther(int otherActorId) const { return _friendlinessToOther[otherActorId]; } void setFriendlinessToOther(int otherActorId, int friendliness); void modifyFriendlinessToOther(int otherActorId, signed int change); bool checkFriendlinessAndHonesty(int otherActorId); int getHonesty() const { return _honesty; } void setHonesty(int honesty); void modifyHonesty(signed int change); int getIntelligence() const { return _intelligence; } void setIntelligence(int intelligence); void modifyIntelligence(signed int change); int getStability() const { return _stability; } void setStability(int stability); void modifyStability(signed int change); int getCombatAggressiveness() const { return _combatAggressiveness; } void setCombatAggressiveness(int combatAggressiveness); void modifyCombatAggressiveness(signed int change); void setInvisible(bool isInvisible); void setImmunityToObstacles(bool isImmune); void setFlagDamageAnimIfMoving(bool value); bool getFlagDamageAnimIfMoving() const; int getSitcomRatio() const; void retire(bool isRetired, int width, int height, int retiredByActorId); void combatModeOn(int initialState, bool rangedAttack, int enemyId, int waypointType, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, int fleeRatio, int coverRatio, int attackRatio, int damage, int range, bool unstoppable); void combatModeOff(); void setGoal(int goalNumber); int getGoal() const; float distanceFromActor(int otherActorId); int angleTo(const Vector3 &target) const; void speechPlay(int sentenceId, bool voiceOver); void speechStop(); bool isSpeeching(); void addClueToDatabase(int clueId, int unknown, bool clueAcquired, bool unknownFlag, int fromActorId); bool canAcquireClue(int clueId) const; void acquireClue(int clueId, bool unknownFlag, int fromActorId); void loseClue(int clueId); bool hasClue(int clueId) const; bool copyClues(int actorId); void acquireCluesByRelations(); int soundVolume() const; int soundPan() const; bool isObstacleBetween(const Vector3 &target); void save(SaveFileWriteStream &f); void load(SaveFileReadStream &f); static int findTargetUnderMouse(BladeRunnerEngine *vm, int mouseX, int mouseY); private: void setBoundingBox(const Vector3 &position, bool retired); float distanceFromView(View *view) const; bool findEmptyPositionAround(const Vector3 &startPosition, const Vector3 &targetPosition, float size, Vector3 *emptyPosition); bool findNearestPosition(Vector3 *nearestPosition, float targetWidth, int proximity, float targetSize, const Vector3 &startPosition, const Vector3 &targetPosition); bool stepAway(const Vector3 &destination, float distance); //bool walkFindU3(int actorId, Vector3 from, int distance, Vector3 *out); }; } // End of namespace BladeRunner #endif