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_WALK_H
24 #define BLADERUNNER_ACTOR_WALK_H
25 
26 #include "bladerunner/vector.h"
27 #include "common/hashmap.h"
28 
29 namespace BladeRunner {
30 
31 class BladeRunnerEngine;
32 class SaveFileReadStream;
33 class SaveFileWriteStream;
34 
35 class ActorWalk {
36 	BladeRunnerEngine *_vm;
37 
38 	int                        _walking;
39 	int                        _running;
40 	Vector3                    _destination;
41 	Vector3                    _originalDestination;
42 	Vector3                    _current;
43 	Vector3                    _next;
44 	int                        _facing;
45 	Common::HashMap<int, bool> _nearActors;
46 	int                        _status;
47 
48 public:
49 	ActorWalk(BladeRunnerEngine *vm);
50 	~ActorWalk();
51 
52 	void reset(); // added method for bug fix (bad new game state for player actor) and better management of object
53 
54 	bool setup(int actorId, bool runFlag, const Vector3 &from, const Vector3 &to, bool mustReach, bool *arrived);
55 	void getCurrentPosition(int actorId, Vector3 *pos, int *facing) const;
56 	bool tick(int actorId, float stepDistance, bool flag);
57 
isWalking()58 	bool isWalking() const { return _walking; }
isRunning()59 	bool isRunning() const { return _running; }
60 
61 	bool isXYZOccupied(float x, float y, float z, int actorId) const;
62 	bool findEmptyPositionAround(int actorId, const Vector3 &from, int distance, Vector3 &out) const;
63 
64 	void stop(int actorId, bool immediately, int combatAnimationMode, int animationMode);
65 	void run(int actorId);
66 
67 	void save(SaveFileWriteStream &f);
68 	void load(SaveFileReadStream &f);
69 
70 private:
71 	int nextOnPath(int actorId, const Vector3 &from, const Vector3 &to, Vector3 &next) const;
72 
73 	bool findEmptyPositionAroundToOriginalDestination(int actorId, Vector3 &out) const;
74 
75 	bool addNearActors(int skipActorId);
76 
77 	void obstaclesAddNearActors(int actorId) const;
78 	void obstaclesRestore() const;
79 };
80 
81 } // End of namespace BladeRunner
82 
83 #endif
84