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engines/bladerunner/actor_walk.h
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82
engines/bladerunner/actor_walk.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_WALK_H
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#define BLADERUNNER_ACTOR_WALK_H
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#include "bladerunner/vector.h"
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#include "common/hashmap.h"
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namespace BladeRunner {
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class BladeRunnerEngine;
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class SaveFileReadStream;
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class SaveFileWriteStream;
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class ActorWalk {
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BladeRunnerEngine *_vm;
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int _walking;
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int _running;
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Vector3 _destination;
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Vector3 _originalDestination;
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Vector3 _current;
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Vector3 _next;
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int _facing;
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Common::HashMap<int, bool> _nearActors;
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int _status;
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public:
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ActorWalk(BladeRunnerEngine *vm);
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~ActorWalk();
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void reset(); // added method for bug fix (bad new game state for player actor) and better management of object
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bool setup(int actorId, bool runFlag, const Vector3 &from, const Vector3 &to, bool mustReach, bool *arrived);
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void getCurrentPosition(int actorId, Vector3 *pos, int *facing) const;
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bool tick(int actorId, float stepDistance, bool flag);
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bool isWalking() const { return _walking; }
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bool isRunning() const { return _running; }
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bool isXYZOccupied(float x, float y, float z, int actorId) const;
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bool findEmptyPositionAround(int actorId, const Vector3 &from, int distance, Vector3 &out) const;
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void stop(int actorId, bool immediately, int combatAnimationMode, int animationMode);
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void run(int actorId);
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void save(SaveFileWriteStream &f);
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void load(SaveFileReadStream &f);
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private:
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int nextOnPath(int actorId, const Vector3 &from, const Vector3 &to, Vector3 &next) const;
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bool findEmptyPositionAroundToOriginalDestination(int actorId, Vector3 &out) const;
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bool addNearActors(int skipActorId);
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void obstaclesAddNearActors(int actorId) const;
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void obstaclesRestore() const;
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};
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} // End of namespace BladeRunner
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#endif
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