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author | Peter Kohaut | 2018-11-21 23:16:15 +0100 |
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committer | Peter Kohaut | 2018-11-24 08:39:03 +0100 |
commit | 824ecc0aad325c54f34c8fb7f64cf4df71c53090 (patch) | |
tree | 109abb14609bacaac2c0b1b2ed42e67a8cd2c5ec /engines/bladerunner/script | |
parent | 44b68a0aeb92d6dc6b6d1b3260ec5f82c529b9f0 (diff) | |
download | scummvm-rg350-824ecc0aad325c54f34c8fb7f64cf4df71c53090.tar.gz scummvm-rg350-824ecc0aad325c54f34c8fb7f64cf4df71c53090.tar.bz2 scummvm-rg350-824ecc0aad325c54f34c8fb7f64cf4df71c53090.zip |
BLADERUNNER: Preliminary saving & loading support
Saving and loading is accessible via ScummVM dialogs.
No in-game UI support yet.
It is possible to load saves from original game via debugger console.
ScummVM saves have additional header and are incompatibile with original
game.
Diffstat (limited to 'engines/bladerunner/script')
-rw-r--r-- | engines/bladerunner/script/ai_script.cpp | 1 | ||||
-rw-r--r-- | engines/bladerunner/script/police_maze.cpp | 2 | ||||
-rw-r--r-- | engines/bladerunner/script/scene/rc01.cpp | 4 | ||||
-rw-r--r-- | engines/bladerunner/script/script.cpp | 6 |
4 files changed, 6 insertions, 7 deletions
diff --git a/engines/bladerunner/script/ai_script.cpp b/engines/bladerunner/script/ai_script.cpp index b328824de1..6addc4382b 100644 --- a/engines/bladerunner/script/ai_script.cpp +++ b/engines/bladerunner/script/ai_script.cpp @@ -364,7 +364,6 @@ void AIScripts::queryAnimationState(int actor, int *animationState, int *animati _inScriptCounter++; if (_AIScripts[actor]) { - _AIScripts[actor]->FledCombat(); _AIScripts[actor]->QueryAnimationState(animationState, animationFrame, animationStateNext, animationNext); } _inScriptCounter--; diff --git a/engines/bladerunner/script/police_maze.cpp b/engines/bladerunner/script/police_maze.cpp index a85fa07451..284b55dcb0 100644 --- a/engines/bladerunner/script/police_maze.cpp +++ b/engines/bladerunner/script/police_maze.cpp @@ -175,7 +175,7 @@ void PoliceMazeTargetTrack::clear(bool isLoadingGame) { void PoliceMazeTargetTrack::add(int trackId, float startX, float startY, float startZ, float endX, float endY, float endZ, int steps, const int *instructions, bool isActive) { _data = (const int *)instructions; - if (true /* !GameIsLoading */) { // TODO: FIXME + if (!_vm->_gameIsLoading) { _itemId = trackId; _pointCount = steps; _dataIndex = 0; diff --git a/engines/bladerunner/script/scene/rc01.cpp b/engines/bladerunner/script/scene/rc01.cpp index db89807022..b217d030f9 100644 --- a/engines/bladerunner/script/scene/rc01.cpp +++ b/engines/bladerunner/script/scene/rc01.cpp @@ -50,7 +50,7 @@ void SceneScriptRC01::InitializeScene() { #if BLADERUNNER_DEBUG_GAME //TODO: not part of game, remove Game_Flag_Set(kFlagIntroPlayed); // force skip intro - Game_Flag_Set(kFlagRC02toRC01); // no landing + Game_Flag_Set(kFlagRC02toRC01); // no landing // Game_Flag_Set(kFlagRC01PoliceDone); // Game_Flag_Set(kFlagKIAPrivacyAddon); // Game_Flag_Set(kFlagZubenRetired); @@ -74,7 +74,7 @@ void SceneScriptRC01::InitializeScene() { // Global_Variable_Set(kVariableChapter, 2); // Chapter_Enter(2, kSetRC03, kSceneRC03); - Set_Enter(14, 73); + // Set_Enter(14, 73); #endif diff --git a/engines/bladerunner/script/script.cpp b/engines/bladerunner/script/script.cpp index 92fbc2b4a0..9d9243afa5 100644 --- a/engines/bladerunner/script/script.cpp +++ b/engines/bladerunner/script/script.cpp @@ -589,7 +589,7 @@ void ScriptBase::Loop_Actor_Travel_Stairs(int actorId, int stepCount, bool up, i break; } } - } while (true); + } while (_vm->_gameIsRunning); actor->setImmunityToObstacles(immunityToObstacles); actor->setAtXYZ(Vector3(actor->getX(), targetY, actor->getZ()), actor->getFacing(), true, false, false); @@ -632,7 +632,7 @@ void ScriptBase::Loop_Actor_Travel_Ladder(int actorId, int stepCount, bool up, i break; } } - } while (true); + } while (_vm->_gameIsRunning); actor->setImmunityToObstacles(immunityToObstacles); actor->setAtXYZ(Vector3(actor->getX(), targetY, actor->getZ()), actor->getFacing(), true, false, false); @@ -730,7 +730,7 @@ 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 (_vm->_gameIsRunning && (int)_vm->getTotalPlayTime() < endTime) { _vm->gameTick(); } Player_Gains_Control(); |