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engines/bladerunner/actor.h
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287
engines/bladerunner/actor.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef BLADERUNNER_ACTOR_H
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#define BLADERUNNER_ACTOR_H
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#include "bladerunner/boundingbox.h"
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#include "bladerunner/vector.h"
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#include "common/array.h"
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#include "common/rect.h"
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namespace BladeRunner {
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class ActorClues;
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class ActorCombat;
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class ActorWalk;
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class BladeRunnerEngine;
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class BoundingBox;
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class MovementTrack;
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class SaveFileReadStream;
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class SaveFileWriteStream;
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class View;
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class Actor {
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BladeRunnerEngine *_vm;
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static const int kActorTimers = 7;
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public:
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BoundingBox _bbox;
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Common::Rect _screenRectangle;
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MovementTrack *_movementTrack;
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ActorWalk *_walkInfo;
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ActorCombat *_combatInfo;
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ActorClues *_clues;
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private:
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int _honesty;
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int _intelligence;
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int _stability;
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int _combatAggressiveness;
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int _goalNumber;
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Common::Array<int> _friendlinessToOther;
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int _currentHP;
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int _maxHP;
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int _id;
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int _setId;
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Vector3 _position;
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int _facing; // [0, 1024)
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int _targetFacing;
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int _walkboxId;
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int _cluesLimit;
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uint32 _timer4RemainDefault;
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// Flags
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bool _isTarget;
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bool _isInvisible;
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bool _isImmuneToObstacles;
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bool _mustReachWalkDestination;
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bool _isRetired;
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bool _inCombat;
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bool _isMoving;
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bool _damageAnimIfMoving;
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// Movement
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bool _movementTrackPaused;
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int _movementTrackNextWaypointId;
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int32 _movementTrackNextDelay; // probably not used
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int _movementTrackNextAngle; // fixed: used for AI_Movement_Track_Append_With_Facing - original: probably not used
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bool _movementTrackNextRunning;
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int _movementTrackWalkingToWaypointId;
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int32 _movementTrackDelayOnNextWaypoint;
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// Animation
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int _width;
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int _height;
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int _animationMode;
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int _animationModeCombatIdle;
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int _animationModeCombatWalk;
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int _animationModeCombatRun;
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int _fps;
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int _frameMs;
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int _animationId;
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int _animationFrame;
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int _retiredWidth;
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int _retiredHeight;
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int32 _timersLeft[kActorTimers]; // this keeps time difference, and it is stored during save() (saveInt actually saves a uint32)
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uint32 _timersLast[kActorTimers]; // this keeps actual time, and is not stored during save(), so it can be a uint32
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float _scale;
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Vector3 _actorSpeed;
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int _sitcomRatio;
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public:
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Actor(BladeRunnerEngine *_vm, int actorId);
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~Actor();
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void setup(int actorId);
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void setAtXYZ(const Vector3 &pos, int facing, bool setFacing = true, bool moving = false, bool retired = false);
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void setAtWaypoint(int waypointId, int angle, bool moving, bool retired);
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int getId() const { return _id; };
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float getX() const;
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float getY() const;
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float getZ() const;
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Vector3 getXYZ() const;
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int getFacing() const;
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int getAnimationMode() const;
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int getAnimationId() const;
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Vector3 getPosition() const { return _position; }
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void changeAnimationMode(int animationMode, bool force = false);
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void changeAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext); // new for debugging purposes
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void queryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext); // new for debugging purposes
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int getFPS() const;
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void setFPS(int fps);
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void increaseFPS();
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void timerStart(int timerId, int32 intervalMillis);
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void timerReset(int timerId);
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int32 timerLeft(int timerId);
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void timersUpdate();
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void timerUpdate(int timerId);
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void movementTrackNext(bool omitAiScript);
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void movementTrackPause();
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void movementTrackUnpause();
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void movementTrackWaypointReached();
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bool loopWalk(const Vector3 &destination, int proximity, bool interruptible, bool runFlag, const Vector3 &start, float targetWidth, float targetSize, bool mustReach, bool *isRunningFlag, bool async);
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bool walkTo(bool runFlag, const Vector3 &destination, bool mustReach);
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bool loopWalkToActor(int otherActorId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag);
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bool loopWalkToItem(int itemId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag);
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bool loopWalkToSceneObject(const Common::String &objectName, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag);
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bool loopWalkToWaypoint(int waypointId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag);
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bool loopWalkToXYZ(const Vector3 &destination, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag);
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bool asyncWalkToWaypoint(int waypointId, int proximity, bool runFlag, bool mustReach);
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void asyncWalkToXYZ(const Vector3 &destination, int proximity, bool runFlag, bool mustReach);
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void run();
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bool tick(bool forceUpdate, Common::Rect *screenRect);
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void tickCombat();
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bool draw(Common::Rect *screenRect);
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void resetScreenRectangleAndBbox();
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int getSetId() const;
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void setSetId(int setId);
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const BoundingBox &getBoundingBox() const { return _bbox; }
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const Common::Rect &getScreenRectangle() { return _screenRectangle; }
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int getWalkbox() const { return _walkboxId; }
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bool isRetired() const { return _isRetired; }
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bool isTarget() const { return _isTarget; }
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void setTarget(bool targetable);
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bool isImmuneToObstacles() const { return _isImmuneToObstacles; }
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bool inCombat() const { return _inCombat; }
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bool isMoving() const { return _isMoving; }
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void setMoving(bool value) { _isMoving = value; }
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bool mustReachWalkDestination() const { return _mustReachWalkDestination; }
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bool isWalking() const;
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bool isRunning() const;
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void stopWalking(bool value);
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void faceActor(int otherActorId, bool animate);
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void faceObject(const Common::String &objectName, bool animate);
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void faceItem(int itemId, bool animate);
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void faceWaypoint(int waypointId, bool animate);
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void faceXYZ(float x, float y, float z, bool animate);
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void faceXYZ(const Vector3 &pos, bool animate);
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void faceCurrentCamera(bool animate);
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void faceHeading(int heading, bool animate);
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void setFacing(int facing, bool halfOrSet = true);
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int getCurrentHP() const { return _currentHP; }
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int getMaxHP() const { return _maxHP; }
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void setCurrentHP(int hp);
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void setHealth(int hp, int maxHp);
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void modifyCurrentHP(signed int change);
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void modifyMaxHP(signed int change);
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int getFriendlinessToOther(int otherActorId) const { return _friendlinessToOther[otherActorId]; }
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void setFriendlinessToOther(int otherActorId, int friendliness);
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void modifyFriendlinessToOther(int otherActorId, signed int change);
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bool checkFriendlinessAndHonesty(int otherActorId);
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int getHonesty() const { return _honesty; }
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void setHonesty(int honesty);
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void modifyHonesty(signed int change);
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int getIntelligence() const { return _intelligence; }
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void setIntelligence(int intelligence);
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void modifyIntelligence(signed int change);
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int getStability() const { return _stability; }
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void setStability(int stability);
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void modifyStability(signed int change);
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int getCombatAggressiveness() const { return _combatAggressiveness; }
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void setCombatAggressiveness(int combatAggressiveness);
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void modifyCombatAggressiveness(signed int change);
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void setInvisible(bool isInvisible);
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void setImmunityToObstacles(bool isImmune);
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void setFlagDamageAnimIfMoving(bool value);
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bool getFlagDamageAnimIfMoving() const;
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int getSitcomRatio() const;
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void retire(bool isRetired, int width, int height, int retiredByActorId);
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void combatModeOn(int initialState, bool rangedAttack, int enemyId, int waypointType, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, int fleeRatio, int coverRatio, int attackRatio, int damage, int range, bool unstoppable);
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void combatModeOff();
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void setGoal(int goalNumber);
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int getGoal() const;
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float distanceFromActor(int otherActorId);
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int angleTo(const Vector3 &target) const;
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void speechPlay(int sentenceId, bool voiceOver);
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void speechStop();
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bool isSpeeching();
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void addClueToDatabase(int clueId, int unknown, bool clueAcquired, bool unknownFlag, int fromActorId);
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bool canAcquireClue(int clueId) const;
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void acquireClue(int clueId, bool unknownFlag, int fromActorId);
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void loseClue(int clueId);
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bool hasClue(int clueId) const;
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bool copyClues(int actorId);
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void acquireCluesByRelations();
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int soundVolume() const;
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int soundPan(uint8 overrideRange = 35) const;
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bool isObstacleBetween(const Vector3 &target);
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void save(SaveFileWriteStream &f);
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void load(SaveFileReadStream &f);
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static int findTargetUnderMouse(BladeRunnerEngine *vm, int mouseX, int mouseY);
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private:
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void setBoundingBox(const Vector3 &position, bool retired);
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float distanceFromView(View *view) const;
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bool findEmptyPositionAround(const Vector3 &startPosition, const Vector3 &targetPosition, float size, Vector3 *emptyPosition);
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bool findNearestPosition(Vector3 *nearestPosition, float targetWidth, int proximity, float targetSize, const Vector3 &startPosition, const Vector3 &targetPosition);
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bool stepAway(const Vector3 &destination, float distance);
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//bool walkFindU3(int actorId, Vector3 from, int distance, Vector3 *out);
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};
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} // End of namespace BladeRunner
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#endif
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