Peter Kohaut 027dc4c38c BLADERUNNER: fixed lighting cache
actors can be now partially illuminated (per slice), it iss visible in scene rc02 in the right part of the room
2017-04-02 18:19:26 +02:00

235 lines
7.4 KiB
C++

/* 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_H
#define BLADERUNNER_ACTOR_H
#include "bladerunner/vector.h"
#include "common/rect.h"
namespace BladeRunner {
class ActorClues;
class ActorCombat;
class ActorWalk;
class BladeRunnerEngine;
class BoundingBox;
class MovementTrack;
class View;
class Actor {
friend class ScriptBase;
BladeRunnerEngine *_vm;
private:
BoundingBox *_bbox;
Common::Rect _screenRectangle;
MovementTrack *_movementTrack;
ActorWalk *_walkInfo;
ActorCombat *_combatInfo;
int _honesty;
int _intelligence;
int _stability;
int _combatAggressiveness;
int _goalNumber;
int *_friendlinessToOther;
int _currentHP;
int _maxHP;
ActorClues *_clues;
int _id;
int _setId;
Vector3 _position;
int _facing; // [0, 1024)
int _targetFacing;
int _walkboxId;
// Flags
bool _isTargetable;
bool _isInvisible;
bool _isImmuneToObstacles;
bool _inWalkLoop;
bool _isRetired;
bool _inCombat;
bool _isMoving;
bool _damageAnimIfMoving;
// Movement
bool _movementTrackPaused;
int _movementTrackNextWaypointId;
int _movementTrackNextDelay; // probably not used
int _movementTrackNextAngle; // probably not used
bool _movementTrackNextRunning;
int _movementTrackWalkingToWaypointId;
int _movementTrackDelayOnNextWaypoint;
// Animation
int _width;
int _height;
int _animationMode;
int _animationModeCombatIdle;
int _animationModeCombatWalk;
int _animationModeCombatRun;
int _fps;
int _frame_ms;
int _animationId;
int _animationFrame;
int _retiredWidth;
int _retiredHeight;
int _timersRemain[7];
int _timersStart[7];
float _scale;
Vector3 _actorSpeed;
public:
Actor(BladeRunnerEngine *_vm, int actorId);
~Actor();
void setup(int actorId);
void setAtXYZ(const Vector3 &pos, int facing, bool setFacing = true, bool moving = false, bool retired = false);
void setAtWaypoint(int waypointId, int angle, int unknown, bool retired);
float getX();
float getY();
float getZ();
void getXYZ(float* x, float* y, float* z);
int getFacing();
int getAnimationMode();
Vector3 getPosition() { return _position; }
void changeAnimationMode(int animationMode, bool force = false);
void setFPS(int fps);
void countdownTimerStart(int timerId, int interval);
void countdownTimerReset(int timerId);
int countdownTimerGetRemainingTime(int timerId);
void countdownTimersUpdate();
void countdownTimerUpdate(int timerId);
void movementTrackNext(bool omitAiScript);
void movementTrackPause();
void movementTrackUnpause();
void movementTrackWaypointReached();
bool loopWalkToActor(int otherActorId, int destinationOffset, int a3, bool run, bool a5, bool *flagIsRunning);
bool loopWalkToItem(int itemId, int destinationOffset, int a3, bool run, bool a5, bool *flagIsRunning);
bool loopWalkToSceneObject(const char *objectName, int destinationOffset, bool a3, bool run, bool a5, bool *flagIsRunning);
bool loopWalkToWaypoint(int waypointId, int destinationOffset, int a3, bool run, bool a5, bool *flagIsRunning);
bool loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool a3, bool run, bool a5, bool *flagIsRunning);
bool tick(bool forceUpdate, Common::Rect *screenRect);
bool draw(Common::Rect *screenRect);
int getSetId();
void setSetId(int setId);
BoundingBox *getBoundingBox() const { return _bbox; }
Common::Rect *getScreenRectangle() { return &_screenRectangle; }
int getWalkbox() const { return _walkboxId; }
bool isRetired()const { return _isRetired; }
bool isTargetable() const { return _isTargetable; }
void setTargetable(bool targetable);
bool isImmuneToObstacles() const { return _isImmuneToObstacles; }
bool inCombat() const { return _inCombat; }
bool isMoving() const { return _isMoving; }
void setMoving(bool value) { _isMoving = value; }
bool inWalkLoop() const { return _inWalkLoop; }
bool isWalking() const;
bool isRunning() const;
void stopWalking(bool value);
void faceActor(int otherActorId, bool animate);
void faceObject(const char *objectName, bool animate);
void faceItem(int itemId, bool animate);
void faceWaypoint(int waypointId, bool animate);
void faceXYZ(float x, float y, float z, bool animate);
void faceCurrentCamera(bool animate);
void faceHeading(int heading, bool animate);
void modifyFriendlinessToOther(int otherActorId, signed int change);
void setFriendlinessToOther(int otherActorId, int friendliness);
void setHonesty(int honesty);
void setIntelligence(int intelligence);
void setStability(int stability);
void setCombatAggressiveness(int combatAggressiveness);
void setInvisible(bool isInvisible);
void setImmunityToObstacles(bool isImmune);
void modifyCurrentHP(signed int change);
void modifyMaxHP(signed int change);
void modifyCombatAggressiveness(signed int change);
void modifyHonesty(signed int change);
void modifyIntelligence(signed int change);
void modifyStability(signed int change);
void setFlagDamageAnimIfMoving(bool value);
bool getFlagDamageAnimIfMoving();
void setHealth(int hp, int maxHp);
void retire(bool isRetired, int width, int height, int retiredByActorId);
void combatModeOn(int a2, int a3, int a4, int a5, int combatAnimationMode, int a7, int a8, int a9, int a10, int a11, int a12, int a13, int a14);
void combatModeOff();
void setGoal(int goalNumber);
int getGoal();
float distanceFromActor(int otherActorId);
void speechPlay(int sentenceId, bool voiceOver);
void speechStop();
bool isSpeeching();
void addClueToDatabase(int clueId, int unknown, bool clueAcquired, bool unknownFlag, int fromActorId);
void acquireClue(int clueId, bool unknownFlag, int fromActorId);
void loseClue(int clueId);
bool hasClue(int clueId);
void copyClues(int actorId);
int soundVolume() const;
int soundBalance() const;
private:
void setFacing(int facing, bool halfOrSet = true);
void setBoundingBox(const Vector3 &position, bool retired);
float distanceFromView(View* view) const;
bool loopWalk(const Vector3 &destination, int destinationOffset, bool a3, bool run, const Vector3 &start, float a6, float a7, bool a8, bool *isRunning, bool async);
bool walkTo(bool run, const Vector3 &destination, bool a3);
bool walkFindU1(const Vector3 &startPosition, const Vector3 &targetPosition, float a3, Vector3 *newDestination);
bool walkFindU2(Vector3 *newDestination, float targetWidth, int destinationOffset, float targetSize, const Vector3 &startPosition, const Vector3 &targetPosition);
bool walkToNearestPoint(const Vector3 &destination, float distance);
//bool walkFindU3(int actorId, Vector3 from, int distance, Vector3 *out);
};
} // End of namespace BladeRunner
#endif