1 /* ScummVM - Graphic Adventure Engine 2 * 3 * ScummVM is the legal property of its developers, whose names 4 * are too numerous to list here. Please refer to the COPYRIGHT 5 * file distributed with this source distribution. 6 * 7 * This program is free software; you can redistribute it and/or 8 * modify it under the terms of the GNU General Public License 9 * as published by the Free Software Foundation; either version 2 10 * of the License, or (at your option) any later version. 11 * 12 * This program is distributed in the hope that it will be useful, 13 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * GNU General Public License for more details. 16 * 17 * You should have received a copy of the GNU General Public License 18 * along with this program; if not, write to the Free Software 19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 20 * 21 */ 22 23 #ifndef BLADERUNNER_ACTOR_H 24 #define BLADERUNNER_ACTOR_H 25 26 #include "bladerunner/boundingbox.h" 27 #include "bladerunner/vector.h" 28 29 #include "common/array.h" 30 #include "common/rect.h" 31 32 namespace BladeRunner { 33 34 class ActorClues; 35 class ActorCombat; 36 class ActorWalk; 37 class BladeRunnerEngine; 38 class BoundingBox; 39 class MovementTrack; 40 class SaveFileReadStream; 41 class SaveFileWriteStream; 42 class View; 43 44 class Actor { 45 BladeRunnerEngine *_vm; 46 47 static const int kActorTimers = 7; 48 49 public: 50 BoundingBox _bbox; 51 Common::Rect _screenRectangle; 52 MovementTrack *_movementTrack; 53 ActorWalk *_walkInfo; 54 ActorCombat *_combatInfo; 55 ActorClues *_clues; 56 57 private: 58 int _honesty; 59 int _intelligence; 60 int _stability; 61 int _combatAggressiveness; 62 int _goalNumber; 63 Common::Array<int> _friendlinessToOther; 64 65 int _currentHP; 66 int _maxHP; 67 68 int _id; 69 int _setId; 70 Vector3 _position; 71 int _facing; // [0, 1024) 72 int _targetFacing; 73 int _walkboxId; 74 75 int _cluesLimit; 76 uint32 _timer4RemainDefault; 77 78 // Flags 79 bool _isTarget; 80 bool _isInvisible; 81 bool _isImmuneToObstacles; 82 bool _mustReachWalkDestination; 83 bool _isRetired; 84 bool _inCombat; 85 bool _isMoving; 86 bool _damageAnimIfMoving; 87 88 // Movement 89 bool _movementTrackPaused; 90 int _movementTrackNextWaypointId; 91 int32 _movementTrackNextDelay; // probably not used 92 int _movementTrackNextAngle; // fixed: used for AI_Movement_Track_Append_With_Facing - original: probably not used 93 bool _movementTrackNextRunning; 94 95 int _movementTrackWalkingToWaypointId; 96 int32 _movementTrackDelayOnNextWaypoint; 97 98 // Animation 99 int _width; 100 int _height; 101 int _animationMode; 102 int _animationModeCombatIdle; 103 int _animationModeCombatWalk; 104 int _animationModeCombatRun; 105 int _fps; 106 int _frameMs; 107 int _animationId; 108 int _animationFrame; 109 110 int _retiredWidth; 111 int _retiredHeight; 112 113 int32 _timersLeft[kActorTimers]; // this keeps time difference, and it is stored during save() (saveInt actually saves a uint32) 114 uint32 _timersLast[kActorTimers]; // this keeps actual time, and is not stored during save(), so it can be a uint32 115 116 float _scale; 117 118 Vector3 _actorSpeed; 119 120 int _sitcomRatio; 121 122 public: 123 Actor(BladeRunnerEngine *_vm, int actorId); 124 ~Actor(); 125 126 void setup(int actorId); 127 128 void setAtXYZ(const Vector3 &pos, int facing, bool setFacing = true, bool moving = false, bool retired = false); 129 void setAtWaypoint(int waypointId, int angle, bool moving, bool retired); 130 getId()131 int getId() const { return _id; }; 132 float getX() const; 133 float getY() const; 134 float getZ() const; 135 Vector3 getXYZ() const; 136 int getFacing() const; 137 int getAnimationMode() const; 138 int getAnimationId() const; 139 getPosition()140 Vector3 getPosition() const { return _position; } 141 142 void changeAnimationMode(int animationMode, bool force = false); 143 int getFPS() const; 144 void setFPS(int fps); 145 void increaseFPS(); 146 147 void timerStart(int timerId, int32 intervalMillis); 148 void timerReset(int timerId); 149 int32 timerLeft(int timerId); 150 void timersUpdate(); 151 void timerUpdate(int timerId); 152 153 void movementTrackNext(bool omitAiScript); 154 void movementTrackPause(); 155 void movementTrackUnpause(); 156 void movementTrackWaypointReached(); 157 158 bool loopWalk(const Vector3 &destination, int proximity, bool interruptible, bool runFlag, const Vector3 &start, float targetWidth, float targetSize, bool mustReach, bool *isRunningFlag, bool async); 159 bool walkTo(bool runFlag, const Vector3 &destination, bool mustReach); 160 bool loopWalkToActor(int otherActorId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); 161 bool loopWalkToItem(int itemId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); 162 bool loopWalkToSceneObject(const Common::String &objectName, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); 163 bool loopWalkToWaypoint(int waypointId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); 164 bool loopWalkToXYZ(const Vector3 &destination, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); 165 bool asyncWalkToWaypoint(int waypointId, int proximity, bool runFlag, bool mustReach); 166 void asyncWalkToXYZ(const Vector3 &destination, int proximity, bool runFlag, bool mustReach); 167 void run(); 168 169 bool tick(bool forceUpdate, Common::Rect *screenRect); 170 void tickCombat(); 171 bool draw(Common::Rect *screenRect); 172 173 void resetScreenRectangleAndBbox(); 174 175 int getSetId() const; 176 void setSetId(int setId); getBoundingBox()177 const BoundingBox &getBoundingBox() const { return _bbox; } getScreenRectangle()178 const Common::Rect &getScreenRectangle() { return _screenRectangle; } getWalkbox()179 int getWalkbox() const { return _walkboxId; } 180 isRetired()181 bool isRetired() const { return _isRetired; } isTarget()182 bool isTarget() const { return _isTarget; } 183 void setTarget(bool targetable); isImmuneToObstacles()184 bool isImmuneToObstacles() const { return _isImmuneToObstacles; } inCombat()185 bool inCombat() const { return _inCombat; } 186 isMoving()187 bool isMoving() const { return _isMoving; } setMoving(bool value)188 void setMoving(bool value) { _isMoving = value; } 189 mustReachWalkDestination()190 bool mustReachWalkDestination() const { return _mustReachWalkDestination; } 191 bool isWalking() const; 192 bool isRunning() const; 193 void stopWalking(bool value); 194 195 void faceActor(int otherActorId, bool animate); 196 void faceObject(const Common::String &objectName, bool animate); 197 void faceItem(int itemId, bool animate); 198 void faceWaypoint(int waypointId, bool animate); 199 void faceXYZ(float x, float y, float z, bool animate); 200 void faceXYZ(const Vector3 &pos, bool animate); 201 void faceCurrentCamera(bool animate); 202 void faceHeading(int heading, bool animate); 203 void setFacing(int facing, bool halfOrSet = true); 204 getCurrentHP()205 int getCurrentHP() const { return _currentHP; } getMaxHP()206 int getMaxHP() const { return _maxHP; } 207 void setCurrentHP(int hp); 208 void setHealth(int hp, int maxHp); 209 void modifyCurrentHP(signed int change); 210 void modifyMaxHP(signed int change); 211 getFriendlinessToOther(int otherActorId)212 int getFriendlinessToOther(int otherActorId) const { return _friendlinessToOther[otherActorId]; } 213 void setFriendlinessToOther(int otherActorId, int friendliness); 214 void modifyFriendlinessToOther(int otherActorId, signed int change); 215 bool checkFriendlinessAndHonesty(int otherActorId); 216 getHonesty()217 int getHonesty() const { return _honesty; } 218 void setHonesty(int honesty); 219 void modifyHonesty(signed int change); 220 getIntelligence()221 int getIntelligence() const { return _intelligence; } 222 void setIntelligence(int intelligence); 223 void modifyIntelligence(signed int change); 224 getStability()225 int getStability() const { return _stability; } 226 void setStability(int stability); 227 void modifyStability(signed int change); 228 getCombatAggressiveness()229 int getCombatAggressiveness() const { return _combatAggressiveness; } 230 void setCombatAggressiveness(int combatAggressiveness); 231 void modifyCombatAggressiveness(signed int change); 232 233 void setInvisible(bool isInvisible); 234 void setImmunityToObstacles(bool isImmune); 235 236 void setFlagDamageAnimIfMoving(bool value); 237 bool getFlagDamageAnimIfMoving() const; 238 239 int getSitcomRatio() const; 240 241 void retire(bool isRetired, int width, int height, int retiredByActorId); 242 243 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); 244 void combatModeOff(); 245 246 void setGoal(int goalNumber); 247 int getGoal() const; 248 249 float distanceFromActor(int otherActorId); 250 int angleTo(const Vector3 &target) const; 251 252 void speechPlay(int sentenceId, bool voiceOver); 253 void speechStop(); 254 bool isSpeeching(); 255 256 void addClueToDatabase(int clueId, int unknown, bool clueAcquired, bool unknownFlag, int fromActorId); 257 bool canAcquireClue(int clueId) const; 258 void acquireClue(int clueId, bool unknownFlag, int fromActorId); 259 void loseClue(int clueId); 260 bool hasClue(int clueId) const; 261 bool copyClues(int actorId); 262 void acquireCluesByRelations(); 263 264 int soundVolume() const; 265 int soundPan(uint8 overrideRange = 35) const; 266 267 bool isObstacleBetween(const Vector3 &target); 268 269 void save(SaveFileWriteStream &f); 270 void load(SaveFileReadStream &f); 271 272 static int findTargetUnderMouse(BladeRunnerEngine *vm, int mouseX, int mouseY); 273 274 private: 275 void setBoundingBox(const Vector3 &position, bool retired); 276 float distanceFromView(View *view) const; 277 278 bool findEmptyPositionAround(const Vector3 &startPosition, const Vector3 &targetPosition, float size, Vector3 *emptyPosition); 279 bool findNearestPosition(Vector3 *nearestPosition, float targetWidth, int proximity, float targetSize, const Vector3 &startPosition, const Vector3 &targetPosition); 280 bool stepAway(const Vector3 &destination, float distance); 281 //bool walkFindU3(int actorId, Vector3 from, int distance, Vector3 *out); 282 }; 283 284 } // End of namespace BladeRunner 285 286 #endif 287