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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_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<ActorWalk> _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