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https://github.com/libretro/scummvm.git
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027dc4c38c
actors can be now partially illuminated (per slice), it iss visible in scene rc02 in the right part of the room
235 lines
7.4 KiB
C++
235 lines
7.4 KiB
C++
/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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/vector.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 View;
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class Actor {
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friend class ScriptBase;
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BladeRunnerEngine *_vm;
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private:
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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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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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int *_friendlinessToOther;
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int _currentHP;
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int _maxHP;
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ActorClues *_clues;
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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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// Flags
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bool _isTargetable;
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bool _isInvisible;
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bool _isImmuneToObstacles;
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bool _inWalkLoop;
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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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int _movementTrackNextDelay; // probably not used
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int _movementTrackNextAngle; // probably not used
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bool _movementTrackNextRunning;
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int _movementTrackWalkingToWaypointId;
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int _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 _frame_ms;
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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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int _timersRemain[7];
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int _timersStart[7];
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float _scale;
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Vector3 _actorSpeed;
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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, int unknown, bool retired);
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float getX();
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float getY();
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float getZ();
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void getXYZ(float* x, float* y, float* z);
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int getFacing();
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int getAnimationMode();
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Vector3 getPosition() { return _position; }
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void changeAnimationMode(int animationMode, bool force = false);
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void setFPS(int fps);
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void countdownTimerStart(int timerId, int interval);
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void countdownTimerReset(int timerId);
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int countdownTimerGetRemainingTime(int timerId);
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void countdownTimersUpdate();
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void countdownTimerUpdate(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 loopWalkToActor(int otherActorId, int destinationOffset, int a3, bool run, bool a5, bool *flagIsRunning);
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bool loopWalkToItem(int itemId, int destinationOffset, int a3, bool run, bool a5, bool *flagIsRunning);
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bool loopWalkToSceneObject(const char *objectName, int destinationOffset, bool a3, bool run, bool a5, bool *flagIsRunning);
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bool loopWalkToWaypoint(int waypointId, int destinationOffset, int a3, bool run, bool a5, bool *flagIsRunning);
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bool loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool a3, bool run, bool a5, bool *flagIsRunning);
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bool tick(bool forceUpdate, Common::Rect *screenRect);
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bool draw(Common::Rect *screenRect);
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int getSetId();
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void setSetId(int setId);
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BoundingBox *getBoundingBox() const { return _bbox; }
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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 isTargetable() const { return _isTargetable; }
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void setTargetable(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 inWalkLoop() const { return _inWalkLoop; }
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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 char *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 faceCurrentCamera(bool animate);
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void faceHeading(int heading, bool animate);
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void modifyFriendlinessToOther(int otherActorId, signed int change);
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void setFriendlinessToOther(int otherActorId, int friendliness);
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void setHonesty(int honesty);
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void setIntelligence(int intelligence);
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void setStability(int stability);
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void setCombatAggressiveness(int combatAggressiveness);
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void setInvisible(bool isInvisible);
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void setImmunityToObstacles(bool isImmune);
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void modifyCurrentHP(signed int change);
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void modifyMaxHP(signed int change);
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void modifyCombatAggressiveness(signed int change);
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void modifyHonesty(signed int change);
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void modifyIntelligence(signed int change);
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void modifyStability(signed int change);
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void setFlagDamageAnimIfMoving(bool value);
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bool getFlagDamageAnimIfMoving();
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void setHealth(int hp, int maxHp);
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void retire(bool isRetired, int width, int height, int retiredByActorId);
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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);
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void combatModeOff();
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void setGoal(int goalNumber);
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int getGoal();
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float distanceFromActor(int otherActorId);
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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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void acquireClue(int clueId, bool unknownFlag, int fromActorId);
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void loseClue(int clueId);
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bool hasClue(int clueId);
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void copyClues(int actorId);
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int soundVolume() const;
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int soundBalance() const;
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private:
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void setFacing(int facing, bool halfOrSet = true);
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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 loopWalk(const Vector3 &destination, int destinationOffset, bool a3, bool run, const Vector3 &start, float a6, float a7, bool a8, bool *isRunning, bool async);
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bool walkTo(bool run, const Vector3 &destination, bool a3);
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bool walkFindU1(const Vector3 &startPosition, const Vector3 &targetPosition, float a3, Vector3 *newDestination);
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bool walkFindU2(Vector3 *newDestination, float targetWidth, int destinationOffset, float targetSize, const Vector3 &startPosition, const Vector3 &targetPosition);
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bool walkToNearestPoint(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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