/* 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_WALK_H #define BLADERUNNER_ACTOR_WALK_H #include "bladerunner/vector.h" #include "common/hashmap.h" namespace BladeRunner { class BladeRunnerEngine; class SaveFileReadStream; class SaveFileWriteStream; class ActorWalk { BladeRunnerEngine *_vm; int _walking; int _running; Vector3 _destination; Vector3 _originalDestination; Vector3 _current; Vector3 _next; int _facing; Common::HashMap _nearActors; int _status; public: ActorWalk(BladeRunnerEngine *vm); ~ActorWalk(); void reset(); // added method for bug fix (bad new game state for player actor) and better management of object bool setup(int actorId, bool runFlag, const Vector3 &from, const Vector3 &to, bool mustReach, bool *arrived); void getCurrentPosition(int actorId, Vector3 *pos, int *facing) const; bool tick(int actorId, float stepDistance, bool flag); bool isWalking() const { return _walking; } bool isRunning() const { return _running; } bool isXYZOccupied(float x, float y, float z, int actorId) const; bool findEmptyPositionAround(int actorId, const Vector3 &from, int distance, Vector3 &out) const; void stop(int actorId, bool immediately, int combatAnimationMode, int animationMode); void run(int actorId); void save(SaveFileWriteStream &f); void load(SaveFileReadStream &f); private: int nextOnPath(int actorId, const Vector3 &from, const Vector3 &to, Vector3 &next) const; bool findEmptyPositionAroundToOriginalDestination(int actorId, Vector3 &out) const; bool addNearActors(int skipActorId); void obstaclesAddNearActors(int actorId) const; void obstaclesRestore() const; }; } // End of namespace BladeRunner #endif