ScummVM API documentation
BladeRunner::Actor Class Reference

Public Member Functions

 Actor (BladeRunnerEngine *_vm, int actorId)
 
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, bool moving, bool retired)
 
int getId () const
 
float getX () const
 
float getY () const
 
float getZ () const
 
Vector3 getXYZ () const
 
int getFacing () const
 
int getAnimationMode () const
 
int getAnimationId () const
 
Vector3 getPosition () const
 
void changeAnimationMode (int animationMode, bool force=false)
 
void changeAnimationState (int animationState, int animationFrame, int animationStateNext, int animationNext)
 
void queryAnimationState (int *animationState, int *animationFrame, int *animationStateNext, int *animationNext)
 
int getFPS () const
 
void setFPS (int fps)
 
void increaseFPS ()
 
void timerStart (int timerId, int32 intervalMillis)
 
void timerReset (int timerId)
 
int32 timerLeft (int timerId)
 
void timersUpdate ()
 
void timerUpdate (int timerId)
 
void movementTrackNext (bool omitAiScript)
 
void movementTrackPause ()
 
void movementTrackUnpause ()
 
void movementTrackWaypointReached ()
 
bool loopWalk (const Vector3 &destination, int proximity, bool interruptible, bool runFlag, const Vector3 &start, float targetWidth, float targetSize, bool mustReach, bool *isRunningFlag, bool async)
 
bool walkTo (bool runFlag, const Vector3 &destination, bool mustReach)
 
bool loopWalkToActor (int otherActorId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag)
 
bool loopWalkToItem (int itemId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag)
 
bool loopWalkToSceneObject (const Common::String &objectName, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag)
 
bool loopWalkToWaypoint (int waypointId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag)
 
bool loopWalkToXYZ (const Vector3 &destination, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag)
 
bool asyncWalkToWaypoint (int waypointId, int proximity, bool runFlag, bool mustReach)
 
void asyncWalkToXYZ (const Vector3 &destination, int proximity, bool runFlag, bool mustReach)
 
void run ()
 
bool tick (bool forceUpdate, Common::Rect *screenRect)
 
void tickCombat ()
 
bool draw (Common::Rect *screenRect)
 
void resetScreenRectangleAndBbox ()
 
int getSetId () const
 
void setSetId (int setId)
 
const BoundingBoxgetBoundingBox () const
 
const Common::RectgetScreenRectangle ()
 
int getWalkbox () const
 
bool isRetired () const
 
bool isTarget () const
 
void setTarget (bool targetable)
 
bool isImmuneToObstacles () const
 
bool inCombat () const
 
bool isMoving () const
 
void setMoving (bool value)
 
bool mustReachWalkDestination () const
 
bool isWalking () const
 
bool isRunning () const
 
void stopWalking (bool value)
 
void faceActor (int otherActorId, bool animate)
 
void faceObject (const Common::String &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 faceXYZ (const Vector3 &pos, bool animate)
 
void faceCurrentCamera (bool animate)
 
void faceHeading (int heading, bool animate)
 
void setFacing (int facing, bool halfOrSet=true)
 
int getCurrentHP () const
 
int getMaxHP () const
 
void setCurrentHP (int hp)
 
void setHealth (int hp, int maxHp)
 
void modifyCurrentHP (signed int change)
 
void modifyMaxHP (signed int change)
 
int getFriendlinessToOther (int otherActorId) const
 
void setFriendlinessToOther (int otherActorId, int friendliness)
 
void modifyFriendlinessToOther (int otherActorId, signed int change)
 
bool checkFriendlinessAndHonesty (int otherActorId)
 
int getHonesty () const
 
void setHonesty (int honesty)
 
void modifyHonesty (signed int change)
 
int getIntelligence () const
 
void setIntelligence (int intelligence)
 
void modifyIntelligence (signed int change)
 
int getStability () const
 
void setStability (int stability)
 
void modifyStability (signed int change)
 
int getCombatAggressiveness () const
 
void setCombatAggressiveness (int combatAggressiveness)
 
void modifyCombatAggressiveness (signed int change)
 
void setInvisible (bool isInvisible)
 
void setImmunityToObstacles (bool isImmune)
 
void setFlagDamageAnimIfMoving (bool value)
 
bool getFlagDamageAnimIfMoving () const
 
int getSitcomRatio () const
 
void retire (bool isRetired, int width, int height, int retiredByActorId)
 
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)
 
void combatModeOff ()
 
void setGoal (int goalNumber)
 
int getGoal () const
 
float distanceFromActor (int otherActorId)
 
int angleTo (const Vector3 &target) const
 
void speechPlay (int sentenceId, bool voiceOver)
 
void speechStop ()
 
bool isSpeeching ()
 
void addClueToDatabase (int clueId, int unknown, bool clueAcquired, bool unknownFlag, int fromActorId)
 
bool canAcquireClue (int clueId) const
 
void acquireClue (int clueId, bool unknownFlag, int fromActorId)
 
void loseClue (int clueId)
 
bool hasClue (int clueId) const
 
bool copyClues (int actorId)
 
void acquireCluesByRelations ()
 
int soundVolume () const
 
int soundPan (uint8 overrideRange=35) const
 
bool isObstacleBetween (const Vector3 &target)
 
void save (SaveFileWriteStream &f)
 
void load (SaveFileReadStream &f)
 

Static Public Member Functions

static int findTargetUnderMouse (BladeRunnerEngine *vm, int mouseX, int mouseY)
 

Public Attributes

BoundingBox _bbox
 
Common::Rect _screenRectangle
 
MovementTrack_movementTrack
 
ActorWalk_walkInfo
 
ActorCombat_combatInfo
 
ActorClues_clues
 

The documentation for this class was generated from the following file: