/* 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_COMBAT_H #define BLADERUNNER_ACTOR_COMBAT_H #include "bladerunner/vector.h" namespace BladeRunner { class BladeRunnerEngine; class SaveFileReadStream; class SaveFileWriteStream; class ActorCombat { BladeRunnerEngine *_vm; int _actorId; bool _active; int _state; bool _rangedAttack; int _enemyId; int _waypointType; int _damage; int _fleeRatio; int _coverRatio; int _attackRatio; int _fleeRatioConst; int _coverRatioConst; int _attackRatioConst; int _actorHp; int _range; bool _unstoppable; Vector3 _actorPosition; Vector3 _enemyPosition; int _coversWaypointCount; int _fleeWaypointsCount; int _fleeingTowards; public: ActorCombat(BladeRunnerEngine *vm); ~ActorCombat(); void setup(); void combatOn(int actorId, int initialState, bool rangedAttack, int enemyId, int waypointType, int fleeRatio, int coverRatio, int attackRatio, int damage, int range, bool unstoppable); void combatOff(); void tick(); void hitAttempt(); void save(SaveFileWriteStream &f); void load(SaveFileReadStream &f); private: void reset(); void cover(); void approachToCloseAttack(); void approachToRangedAttack(); void uncover(); void aim(); void rangedAttack(); void closeAttack(); void flee(); void faceEnemy(); int getCoefficientCloseAttack() const; int getCoefficientRangedAttack() const; int getDamageCloseAttack(int min, int max) const; int getDamageRangedAttack(int min, int max) const; int calculateAttackRatio() const; int calculateCoverRatio() const; int calculateFleeRatio() const; bool findClosestPositionToEnemy(Vector3 &output) const; }; } // End of namespace BladeRunner #endif