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/* 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/bladerunner.h"
#include "bladerunner/vector.h"
#include "bladerunner/movement_track.h"
#include "bladerunner/actor_clues.h"
#include "bladerunner/actor_walk.h"
#include "common/rect.h"
namespace BladeRunner {
class BladeRunnerEngine;
class BoundingBox;
class Actor {
BladeRunnerEngine *_vm;
private:
BoundingBox *_bbox;
Common::Rect _screenRectangle;
MovementTrack *_movementTrack;
int _honesty;
int _intelligence;
int _stability;
int _combatAggressiveness;
int _goalNumber;
int *_friendlinessToOther;
int _currentHP;
int _maxHP;
ActorClues* _clues;
int _id;
int _set;
Vector3 _position;
int _facing; // [0, 1024)
int _walkboxId;
// Flags
bool _isTargetable;
bool _isInvisible;
bool _isImmuneToObstacles;
bool _isRetired;
// Animation
int _width;
int _height;
int _animationMode;
int _fps;
int _frame_ms;
int _animationId;
int _animationFrame;
ActorWalk* _walkInfo;
int _timersRemain[7];
int _timersBegan[7];
float _scale;
public:
Actor(BladeRunnerEngine *_vm, int actorId);
~Actor();
void setup(int actorId);
void set_at_xyz(Vector3 pos, int facing);
void draw();
int getSet() { return _set; }
BoundingBox* getBoundingBox() { return _bbox; }
Common::Rect* getScreenRectangle() { return &_screenRectangle; }
bool isRetired() { return _isRetired; }
bool isTargetable() { return _isTargetable; }
};
} // End of namespace BladeRunner
#endif
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