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enum PersonState
{
PERSONSTATE_NORMAL,
PERSONSTATE_INJURED,
PERSONSTATE_COMATOSE,
PERSONSTATE_DEAD
};
Code
enum InjuryReason
{
INJUREREASON_UNKNOWN,
INJUREREASON_FIRE,
INJUREREASON_SHOT,
INJUREREASON_ENERGY,
INJUREREASON_DROWN,
INJUREREASON_CONTAM_ATOM, // unbedingt gleiche Reihenfolge wie ContaminationType
INJUREREASON_CONTAM_CHEM,
INJUREREASON_CONTAM_BIO
};
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Code
enum PersonRole
{
ROLE_UNKNOWN,
ROLE_CIVILIAN,
ROLE_SQUAD,
ROLE_GANGSTER,
ROLE_DROWNING,
ROLE_ANIMAL
};
Code
enum PersonBehaviour
{
BEHAVIOUR_UNKNOWN = 0,
BEHAVIOUR_CIVILIAN_NORMAL = 0,
BEHAVIOUR_CIVILIAN_GAZER = 1,
BEHAVIOUR_CIVILIAN_HOSTAGE = 2,
BEHAVIOUR_CIVILIAN_TAXIUSER = 3,
BEHAVIOUR_CIVILIAN_BUSUSER = 4,
BEHAVIOUR_CIVILIAN_DRIVER = 5,
BEHAVIOUR_CIVILIAN_PANIC = 6,
BEHAVIOUR_SQUAD_UNKNOWN = 0,
BEHAVIOUR_SQUAD_FIREFIGHTER = 1,
BEHAVIOUR_SQUAD_POLICE = 2,
BEHAVIOUR_SQUAD_RESCUE = 3,
BEHAVIOUR_SQUAD_THW = 4,
BEHAVIOUR_GANGSTER_ATTACKALL = 0,
BEHAVIOUR_GANGSTER_ATTACKSQUAD = 1,
BEHAVIOUR_GANGSTER_GUARDHOSTAGE = 2,
BEHAVIOUR_GANGSTER_GUARDPASSAGE = 3,
BEHAVIOUR_GANGSTER_CIVILARMED = 4,
BEHAVIOUR_GANGSTER_CIVILUNARMED = 5,
BEHAVIOUR_GANGSTER_THROWSTONES = 6,
BEHAVIOUR_GANGSTER_FISTFIGHT = 7,
BEHAVIOUR_GANGSTER_ATTACKSQUAD_SMART = 8,
BEHAVIOUR_GANGSTER_THROWMOLOTOV = 9,
BEHAVIOUR_ANIMAL_NORMAL = 0,
BEHAVIOUR_ANIMAL_CAT = 1,
BEHAVIOUR_ANIMAL_SHEEP = 2,
BEHAVIOUR_ANIMAL_COW = 3,
BEHAVIOUR_ANIMAL_WOLF = 4,
BEHAVIOUR_ANIMAL_HORSE = 5,
BEHAVIOUR_ANIMAL_DEER = 6,
BEHAVIOUR_ANIMAL_CROW = 7,
BEHAVIOUR_ANIMAL_DOVE = 8,
BEHAVIOUR_ANIMAL_SEAGULL = 9,
BEHAVIOUR_ANIMAL_ATTACKINGWOLF = 10,
BEHAVIOUR_ANIMAL_PIGEON = 11,
BEHAVIOUR_ANIMAL_POLARBEAR = 12
};
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Code
enum PersonType
{
PT_NOSQUAD,
PT_UNKNOWN,
PT_ENGINEER,
PT_FIREFIGHTER_NORMAL,
PT_FIREFIGHTER_MASK,
PT_FIREFIGHTER_ABC,
PT_DIVER,
PT_SHOOTER,
PT_SHARPSHOOTER,
PT_PSYCHOLOGIST,
PT_SCOUT,
PT_POLICEMEN,
PT_DOCTOR,
PT_PARAMEDIC,
PT_LEADERRESCUEDOG
};
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Code
class Person : public GameObject
{
Person();
Person(const Person& Obj_);
Person(const Actor* Act_);
Person(const GameObject* Obj_);
~Person();
virtual bool IsValid() const;
void ReceiveEnergy(EnergyType Type_, float Amount_, Actor *Originator = NULL);
void Hurt(InjuryReason Reason_, float amount);
bool Heal(float Amount_);
void Injure(InjuryReason Reason_, bool becomeUnconscious_ = true);
void Kill(InjuryReason Reason_ = INJUREREASON_UNKNOWN);
void Contaminate(ContaminationType Type_);
void Decontaminate(ContaminationType Type_);
void ExposeContamination(ContaminationType Type_);
bool IsInjured() const;
bool IsComatose() const;
bool IsDead() const;
bool IsWoundedSquad() const;
bool IsContaminated() const;
bool IsArrested() const;
bool IsCarryingPerson() const;
bool IsCarryingContaminatedPerson() const;
bool IsLinkedWithPerson() const;
bool IsLinkedWithContaminatedPerson() const;
bool IsCarried() const;
bool IsDrowning() const;
bool IsGazing() const;
bool IsFleeing() const;
bool IsHealing() const;
bool IsClassified() const;
bool IsInHouseWithGroundEntrance() const;
bool IsBeingHealed() const;
void SetIdleAnimation();
void SetInjuredAnimation();
void SetClassified(bool Classified_);
float GetLife() const;
float GetHealth() const;
void SetHealth(float Health_);
void SetMaxHealth(float maxHealth_);
float GetMaxHealth() const;
void SetLife(float Life_);
void SetMaxLife(float maxLife_);
float GetMaxLife();
void SetInjuredLifeDrain(float drain_);
float GetInjuredLifeDrain();
void SetMedicalLifeGain(float gain_);
float GetMedicalLifeGain();
bool IsContaminated(ContaminationType Type_) const;
bool CanDive()const;
PersonState GetState() const;
InjuryReason GetInjuryReason() const;
float GetResistance(InjuryReason type_) const;
bool SetResistance(InjuryReason type_, float amount_);
int GetArrestedID();
Person GetArrested()const;
Person GetCarried()const;
void Arrested(bool arrested_, GameObject *capturer_ = NULL);
PersonRole GetRole() const;
void SetRole(PersonRole Role_);
bool SetBehaviour(PersonBehaviour Behaviour_);
PersonBehaviour GetBehaviour() const;
bool IsDoctor() const;
bool IsParamedicTeam() const;
bool IsPsychologist() const;
bool IsHostage() const;
bool IsRescueDog() const;
bool IsRescueDogLeader() const;
bool IsShooter() const;
bool IsEngineer() const;
bool IsFireFighterABC() const;
bool IsPolarBear() const;
void SetFoundByDog(bool Found_);
void SetShootAtPsychologist(bool shoot_);
void SetShootPower(float power_);
void SetShootFrequency(float freq_);
void SetShootRange(float range_);
void SetPrimaryTarget(GameObject *target_);
void SetBloodPuddle(bool bleeding_);
bool SetObjectToEquipmentLocation(GameObject &object_, bool personLocation_ = true);
int GetAimTargetID() const;
int GetEnteredHouseID() const;
bool SetEnteredHouseID(int houseID_);
int GetEnteredCarID() const;
int GetEnteredCarTargetID() const;
bool GetNeverResort() const;
void SetNeverResort(bool neverdo_);
void SetFleeing(bool flee_, bool clearActions_=true);
bool IsResorting() const;
void PushIgnoreEnergy();
void PopIgnoreEnergy();
void ClearReceivedEnergies();
void PlaceObjectInRightHand(const char* modelPath_);
void RemoveObjectInRightHand();
void StopMovement();
void SetDefaultMessageGroup();
void SetMessageGroup(const char* MsgGroup_);
const char *GetMessageGroup() const;
bool HasMsgGroup() const;
bool CanBeAsked() const;
bool GetThrowPosition(Vector &Pos_) const;
bool GetThrowPosition(float &x_, float &y_, float &z_);
bool CheckDLKExtinguishDistance(const Actor *target_);
bool CanEnterHouseFromDLK(const OpenHouse *target_);
bool CanUseDLKCannon();
bool CanStopUseDLKCannon();
bool CanLeaveDLK();
bool IsInDLKBasket();
void SetEscapePath(const char* pathname_);
void SetStandardPath(const char* pathname_);
bool CanEnterDekonP();
Vector GetEnteredHouseEntrancePosition(bool front_) const;
void GetEnteredHouseEntrancePosition(bool front_, float &x_, float &y_, float &z_) const;
bool IsSquadInRange(float radius) const;
bool IsPoliceSquadInRange(float radius) const;
bool IsSquadCarInRange(float radius) const;
void OnAskPerson(Person *questioner_);
void SetStoneThrowLifeDuration(float seconds_);
void Revive();
void SetCivilsFleeRange(float range_);
void SetCivilsFleeing(bool flee_); // sollen Zivilisten vor dem Gangster fliehen
PersonType GetPersonType() const;
void EnableAutoTarget(bool enable_);
bool IsAutoTargetEnabled() const;
void SetAutoHealDistance(float distance_);
PersonGender GetGender() const;
bool IsInSight(int TargetID_) const;
void Carried(bool carried_, bool hide_, GameObject *carrier_ = NULL);
void SetSpreadAngle(float angle_);
void SetSightAngle(float angle_);
bool IsCarWithPrefixInRange(float radius, const char* prefix, int &id);
bool GetDisableGangsterSymbol();
void SetDisableGangsterSymbol(bool disable_);
void SetDogPerceptionRange(float range_);
float GetDogPerceptionRange();
void SetUpgradeLevel(int level_);
int GetUpgradeLevel() const;
bool IsVictim() const;
};
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