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authorPeter Kohaut2018-03-17 16:40:33 +0100
committerPeter Kohaut2018-03-17 16:42:25 +0100
commit19d9e4cec818980a75772a204c96774afbd2b17e (patch)
treeaaf4ae3f0322c0a75418451b50c8e09b424c0a7f /engines/bladerunner/script/script.cpp
parentb2727018344535789c96b0e9c95c741d0dd054c5 (diff)
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BLADERUNNER: Added combat
Math cleanup Fixed obstacle detection
Diffstat (limited to 'engines/bladerunner/script/script.cpp')
-rw-r--r--engines/bladerunner/script/script.cpp50
1 files changed, 31 insertions, 19 deletions
diff --git a/engines/bladerunner/script/script.cpp b/engines/bladerunner/script/script.cpp
index 2aca6db9d3..ff2a840a28 100644
--- a/engines/bladerunner/script/script.cpp
+++ b/engines/bladerunner/script/script.cpp
@@ -130,7 +130,7 @@ void ScriptBase::Actor_Face_Heading(int actorId, int heading, bool animate) {
}
int ScriptBase::Actor_Query_Friendliness_To_Other(int actorId, int otherActorId) {
- return _vm->_actors[actorId]->_friendlinessToOther[otherActorId];
+ return _vm->_actors[actorId]->getFriendlinessToOther(otherActorId);
}
void ScriptBase::Actor_Modify_Friendliness_To_Other(int actorId, int otherActorId, signed int change) {
@@ -158,27 +158,27 @@ void ScriptBase::Actor_Set_Combat_Aggressiveness(int actorId, int combatAggressi
}
int ScriptBase::Actor_Query_Current_HP(int actorId) {
- return _vm->_actors[actorId]->_currentHP;
+ return _vm->_actors[actorId]->getCurrentHP();
}
int ScriptBase::Actor_Query_Max_HP(int actorId) {
- return _vm->_actors[actorId]->_maxHP;
+ return _vm->_actors[actorId]->getMaxHP();
}
int ScriptBase::Actor_Query_Combat_Aggressiveness(int actorId) {
- return _vm->_actors[actorId]->_combatAggressiveness;
+ return _vm->_actors[actorId]->getCombatAggressiveness();
}
int ScriptBase::Actor_Query_Honesty(int actorId) {
- return _vm->_actors[actorId]->_honesty;
+ return _vm->_actors[actorId]->getHonesty();
}
int ScriptBase::Actor_Query_Intelligence(int actorId) {
- return _vm->_actors[actorId]->_intelligence;
+ return _vm->_actors[actorId]->getIntelligence();
}
int ScriptBase::Actor_Query_Stability(int actorId) {
- return _vm->_actors[actorId]->_stability;
+ return _vm->_actors[actorId]->getStability();
}
void ScriptBase::Actor_Modify_Current_HP(int actorId, signed int change) {
@@ -218,8 +218,8 @@ void ScriptBase::Actor_Combat_AI_Hit_Attempt(int actorId) {
_vm->_actors[actorId]->_combatInfo->hitAttempt();
}
-void ScriptBase::Non_Player_Actor_Combat_Mode_On(int actorId, int a2, int a3, int otherActorId, int a5, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, int a9, int a10, int a11, int a12, int a13, int a14) {
- _vm->_actors[actorId]->combatModeOn(a2, a3, otherActorId, a5, animationModeCombatIdle, animationModeCombatWalk, animationModeCombatRun, a9, a10, a11, a12, a13, a14);
+void ScriptBase::Non_Player_Actor_Combat_Mode_On(int actorId, int initialState, bool rangedAttack, int enemyId, int waypointType, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, int fleeRatio, int coverRatio, int actionRatio, int damage, int range, bool a14) {
+ _vm->_actors[actorId]->combatModeOn(initialState, rangedAttack, enemyId, waypointType, animationModeCombatIdle, animationModeCombatWalk, animationModeCombatRun, fleeRatio, coverRatio, actionRatio, damage, range, a14);
}
void ScriptBase::Non_Player_Actor_Combat_Mode_Off(int actorId) {
@@ -723,8 +723,9 @@ int ScriptBase::Animation_Skip_To_Frame() {
void ScriptBase::Delay(int miliseconds) {
Player_Loses_Control();
int endTime = _vm->getTotalPlayTime() + miliseconds;
- while ((int)_vm->getTotalPlayTime() < endTime)
+ while ((int)_vm->getTotalPlayTime() < endTime) {
_vm->gameTick();
+ }
Player_Gains_Control();
}
@@ -1075,14 +1076,27 @@ float ScriptBase::World_Waypoint_Query_Z(int waypointId) {
return _vm->_waypoints->getZ(waypointId);
}
-void ScriptBase::Combat_Cover_Waypoint_Set_Data(int combatCoverId, int type, int setId, int sceneId, float x, float y, float z) {
- //TODO
- warning("Combat_Cover_Waypoint_Set_Data(%d, %d, %d, %d, %f, %f, %f)", combatCoverId, type, setId, sceneId, x, y, z);
+void ScriptBase::Combat_Cover_Waypoint_Set_Data(int coverWaypointId, int type, int setId, int sceneId, float x, float y, float z) {
+ assert(coverWaypointId < (int)_vm->_combat->_coverWaypoints.size());
+
+ _vm->_combat->_coverWaypoints[coverWaypointId].type = type;
+ _vm->_combat->_coverWaypoints[coverWaypointId].setId = setId;
+ _vm->_combat->_coverWaypoints[coverWaypointId].sceneId = sceneId;
+ _vm->_combat->_coverWaypoints[coverWaypointId].position.x = x;
+ _vm->_combat->_coverWaypoints[coverWaypointId].position.y = y;
+ _vm->_combat->_coverWaypoints[coverWaypointId].position.z = z;
}
-void ScriptBase::Combat_Flee_Waypoint_Set_Data(int combatFleeWaypointId, int type, int setId, int sceneId, float x, float y, float z, int a8) {
- //TODO
- warning("Combat_Cover_Waypoint_Set_Data(%d, %d, %d, %d, %f, %f, %f, %d)", combatFleeWaypointId, type, setId, sceneId, x, y, z, a8);
+void ScriptBase::Combat_Flee_Waypoint_Set_Data(int fleeWaypointId, int type, int setId, int sceneId, float x, float y, float z, int a8) {
+ assert(fleeWaypointId < (int)_vm->_combat->_fleeWaypoints.size());
+
+ _vm->_combat->_fleeWaypoints[fleeWaypointId].type = type;
+ _vm->_combat->_fleeWaypoints[fleeWaypointId].setId = setId;
+ _vm->_combat->_fleeWaypoints[fleeWaypointId].sceneId = sceneId;
+ _vm->_combat->_fleeWaypoints[fleeWaypointId].position.x = x;
+ _vm->_combat->_fleeWaypoints[fleeWaypointId].position.y = y;
+ _vm->_combat->_fleeWaypoints[fleeWaypointId].position.z = z;
+ _vm->_combat->_fleeWaypoints[fleeWaypointId].field7 = a8;
}
void ScriptBase::Police_Maze_Target_Track_Add(int itemId, float startX, float startY, float startZ, float endX, float endY, float endZ, int steps, signed int data[], bool a10) {
@@ -1221,10 +1235,8 @@ bool ScriptBase::Query_System_Currently_Loading_Game() {
void ScriptBase::Actor_Retired_Here(int actorId, int width, int height, int retired, int retiredByActorId) {
Actor *actor = _vm->_actors[actorId];
- Vector3 actorPosition;
- actor->getXYZ(&actorPosition.x, &actorPosition.y, &actorPosition.z);
actor->retire(retired, width, height, retiredByActorId);
- actor->setAtXYZ(actorPosition, actor->getFacing(), true, false, true);
+ actor->setAtXYZ(actor->getXYZ(), actor->getFacing(), true, false, true);
_vm->_sceneObjects->setRetired(actorId + kSceneObjectOffsetActors, true);
}