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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_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
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