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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/hashmap.h"
namespace BladeRunner {
class BladeRunnerEngine;
class ActorWalk {
BladeRunnerEngine *_vm;
int _walking;
int _running;
Vector3 _destination;
Vector3 _originalDestination;
Vector3 _current;
Vector3 _next;
int _facing;
Common::HashMap<int, bool> _nearActors;
int _status;
public:
ActorWalk(BladeRunnerEngine *vm);
~ActorWalk();
bool setup(int actorId, bool runFlag, const Vector3 &from, const Vector3 &to, bool unk1, 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 isXYZEmpty(float x, float y, float z, int actorId) const;
bool findNearestEmptyPosition(int actorId, const Vector3 &from, int distance, Vector3 &out) const;
void stop(int actorId, bool immediately, int combatAnimationMode, int animationMode);
void run(int actorId);
private:
int nextOnPath(int actorId, const Vector3 &from, const Vector3 &to, Vector3 &next) const;
bool findNearestEmptyPositionToOriginalDestination(int actorId, Vector3 &out) const;
bool addNearActors(int skipActorId);
void obstaclesAddNearActors(int actorId) const;
void obstaclesRestore() const;
};
} // End of namespace BladeRunner
#endif
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