/* 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/array.h" namespace BladeRunner { class BladeRunnerEngine; struct ActorWalkEntry { int _actorId; int _present; }; class ActorWalk { BladeRunnerEngine *_vm; private: int _walking; int _running; Vector3 _destination; Vector3 _unknown; Vector3 _current; Vector3 _next; int _facing; Common::Array _entries; // int _field15; int _status; public: ActorWalk(BladeRunnerEngine *vm); ~ActorWalk(); bool setup(int actorId, bool run, const Vector3 &from, const Vector3 &to, bool unk1, bool *stopped); void getCurrentPosition(int actorId, Vector3 *pos, int *facing); bool tick(int actorId, float stepDistance, bool flag); bool isWalking() { return _walking; } bool isRunning() { return _running; } void setRunning(); void stop(int actorId, bool unknown, int combatAnimationMode, int animationMode); // void setWalkingMode(int actorId, int active, int unk2 = 4, int unk3 = 0); int nextOnPath(int actorId, const Vector3 &from, const Vector3 &to, Vector3 *next); void resetList(); bool isXYZEmpty(float x, float y, float z, int actorId); int findU1(int actorId, const Vector3 &to, int distance, Vector3 *out); }; } // End of namespace BladeRunner #endif