/* 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/vector.h" #include "common/rect.h" namespace BladeRunner { class ActorClues; class ActorCombat; class ActorWalk; class BladeRunnerEngine; class BoundingBox; class MovementTrack; class View; class Actor { friend class ScriptBase; BladeRunnerEngine *_vm; private: BoundingBox *_bbox; Common::Rect _screenRectangle; MovementTrack *_movementTrack; ActorWalk *_walkInfo; ActorCombat *_combatInfo; int _honesty; int _intelligence; int _stability; int _combatAggressiveness; int _goalNumber; int *_friendlinessToOther; int _currentHP; int _maxHP; ActorClues *_clues; int _id; int _setId; Vector3 _position; int _facing; // [0, 1024) int _targetFacing; int _walkboxId; // Flags bool _isTargetable; bool _isInvisible; bool _isImmuneToObstacles; bool _inWalkLoop; bool _isRetired; bool _inCombat; bool _isMoving; bool _damageAnimIfMoving; // Animation int _width; int _height; int _animationMode; int _combatAnimationMode; int _fps; int _frame_ms; int _animationId; int _animationFrame; int _retiredWidth; int _retiredHeight; int _timersRemain[7]; int _timersStart[7]; float _scale; int _unknown1; int _unknown2; Vector3 _actorSpeed; 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); float getX(); float getY(); float getZ(); void getXYZ(float* x, float* y, float* z); int getFacing(); int getAnimationMode(); Vector3 getPosition() { return _position; } void changeAnimationMode(int animationMode, bool force = false); void setFPS(int fps); void processMovement(); bool loopWalkToActor(int otherActorId, int destinationOffset, int a3, bool run, bool a5, bool *isRunning); bool loopWalkToItem(int itemId, int destinationOffset, int a3, bool run, bool a5, bool *isRunning); bool loopWalkToSceneObject(const char *objectName, int destinationOffset, bool a3, bool run, bool a5, bool *isRunning); bool loopWalkToWaypoint(int waypointId, int destinationOffset, int a3, bool run, bool a5, bool *isRunning); bool loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool a3, bool run, bool a5, bool *isRunning); bool tick(bool forceUpdate); void draw(); void countdownTimerStart(int timerId, int interval); void countdownTimerReset(int timerId); int countdownTimerGetRemainingTime(int timerId); void countdownTimerUpdate(int timerId); int getSetId(); void setSetId(int setId); BoundingBox *getBoundingBox() { return _bbox; } Common::Rect *getScreenRectangle() { return &_screenRectangle; } int getWalkbox() { return _walkboxId; } bool isRetired() { return _isRetired; } bool isTargetable() { return _isTargetable; } void setTargetable(bool targetable); bool isImmuneToObstacles() { return _isImmuneToObstacles; } bool inCombat() { return _inCombat; } bool isMoving() { return _isMoving; } void setMoving(bool value) { _isMoving = value; } bool isWalking(); void stopWalking(bool value); void faceActor(int otherActorId, bool animate); void faceObject(const char *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 faceCurrentCamera(bool animate); void faceHeading(int heading, bool animate); void modifyFriendlinessToOther(int otherActorId, signed int change); void setFriendlinessToOther(int otherActorId, int friendliness); void setHonesty(int honesty); void setIntelligence(int intelligence); void setStability(int stability); void setCombatAggressiveness(int combatAggressiveness); void setInvisible(bool isInvisible); void setImmunityToObstacles(bool isImmune); void modifyCurrentHP(signed int change); void modifyMaxHP(signed int change); void modifyCombatAggressiveness(signed int change); void modifyHonesty(signed int change); void modifyIntelligence(signed int change); void modifyStability(signed int change); void setFlagDamageAnimIfMoving(bool value); bool getFlagDamageAnimIfMoving(); void setHealth(int hp, int maxHp); void retire(bool isRetired, int width, int height, int retiredByActorId); void combatModeOn(int a2, int a3, int a4, int a5, int combatAnimationMode, int a7, int a8, int a9, int a10, int a11, int a12, int a13, int a14); void combatModeOff(); void setGoal(int goalNumber); int getGoal(); float distanceFromActor(int otherActorId); void speechPlay(int sentenceId, bool voiceOver); void speechStop(); bool isSpeeching(); void addClueToDatabase(int clueId, int unknown, bool clueAcquired, bool unknownFlag, int fromActorId); void acquireClue(int clueId, byte unknownFlag, int fromActorId); void loseClue(int clueId); bool hasClue(int clueId); void copyClues(int actorId); int soundVolume(); int soundBalance(); private: void setFacing(int facing, bool halfOrSet = true); void setBoundingBox(const Vector3 &position, bool retired); float distanceFromView(View* view); 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); bool walkFindU1(const Vector3 &startPosition, const Vector3 &targetPosition, float a3, Vector3 *newDestination); bool walkFindU2(Vector3 *newDestination, float targetWidth, int destinationOffset, float targetSize, const Vector3 &startPosition, const Vector3 &targetPosition); bool walkToU(const Vector3 &destination, float distance); //bool walkFindU3(int actorId, Vector3 from, int distance, Vector3 *out); }; } // End of namespace BladeRunner #endif