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