diff options
-rw-r--r-- | engines/bladerunner/actor.cpp | 32 | ||||
-rw-r--r-- | engines/bladerunner/actor.h | 10 | ||||
-rw-r--r-- | engines/bladerunner/script/script.h | 4 |
3 files changed, 23 insertions, 23 deletions
diff --git a/engines/bladerunner/actor.cpp b/engines/bladerunner/actor.cpp index fa9e2c3373..dd11967e4b 100644 --- a/engines/bladerunner/actor.cpp +++ b/engines/bladerunner/actor.cpp @@ -333,18 +333,18 @@ void Actor::movementTrackWaypointReached() { } } -bool Actor::loopWalkToActor(int otherActorId, int destinationOffset, int a3, bool run, bool a5, bool *isRunning) { - return loopWalk(_vm->_actors[otherActorId]->_position, destinationOffset, a3, run, _position, 24.0f, 24.0f, a5, isRunning, false); +bool Actor::loopWalkToActor(int otherActorId, int destinationOffset, int a3, bool run, bool a5, bool *flagIsRunning) { + return loopWalk(_vm->_actors[otherActorId]->_position, destinationOffset, a3, run, _position, 24.0f, 24.0f, a5, flagIsRunning, false); } -bool Actor::loopWalkToItem(int itemId, int destinationOffset, int a3, bool run, bool a5, bool *isRunning) { +bool Actor::loopWalkToItem(int itemId, int destinationOffset, int a3, bool run, bool a5, bool *flagIsRunning) { float x, y, z; int width, height; _vm->_items->getXYZ(itemId, &x, &y, &z); _vm->_items->getWidthHeight(itemId, &width, &height); Vector3 itemPosition(x, y, z); - return loopWalk(itemPosition, destinationOffset, a3, run, _position, width, 24.0f, a5, isRunning, false); + return loopWalk(itemPosition, destinationOffset, a3, run, _position, width, 24.0f, a5, flagIsRunning, false); } void Actor::setAtXYZ(const Vector3 &position, int facing, bool snapFacing, bool moving, bool retired) { @@ -372,9 +372,9 @@ void Actor::setAtWaypoint(int waypointId, int angle, int moving, bool retired) { setAtXYZ(waypointPosition, angle, true, moving, retired); } -bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool a3, bool run, const Vector3 &start, float targetWidth, float targetSize, bool a8, bool *isRunning, bool async) { +bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool a3, bool run, const Vector3 &start, float targetWidth, float targetSize, bool a8, bool *flagIsRunning, bool async) { if (true) { // simple walking - *isRunning = false; + *flagIsRunning = false; bool stopped; _walkInfo->setup(_id, false, _position, destination, false, &stopped); @@ -389,7 +389,7 @@ bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool a3, } else { //TODO: // original code, not yet working - *isRunning = false; + *flagIsRunning = false; if (destinationOffset > 0) { float dist = distance(_position, destination); @@ -449,7 +449,7 @@ bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool a3, bool v46 = false; while (_walkInfo->isWalking() && _vm->_gameIsRunning) { if (_walkInfo->isRunning()) { - *isRunning = true; + *flagIsRunning = true; } _vm->gameTick(); if (_id == 0 && a3 /*&& dword_482994*/) { @@ -476,16 +476,16 @@ bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool a3, } bool Actor::walkTo(bool run, const Vector3 &destination, bool a3) { - bool isRunning; + bool flagIsRunning; - return _walkInfo->setup(_id, run, _position, destination, a3, &isRunning); + return _walkInfo->setup(_id, run, _position, destination, a3, &flagIsRunning); } -bool Actor::loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool a3, bool run, bool a5, bool *isRunning) { - return loopWalk(destination, destinationOffset, a3, run, _position, 0.0f, 24.0f, a5, isRunning, false); +bool Actor::loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool a3, bool run, bool a5, bool *flagIsRunning) { + return loopWalk(destination, destinationOffset, a3, run, _position, 0.0f, 24.0f, a5, flagIsRunning, false); } -bool Actor::loopWalkToSceneObject(const char *objectName, int destinationOffset, bool a3, bool run, bool a5, bool *isRunning) { +bool Actor::loopWalkToSceneObject(const char *objectName, int destinationOffset, bool a3, bool run, bool a5, bool *flagIsRunning) { int sceneObject = _vm->_scene->_set->findObject(objectName); if (sceneObject < 0) { return true; @@ -527,13 +527,13 @@ bool Actor::loopWalkToSceneObject(const char *objectName, int destinationOffset, float y = _vm->_scene->_set->getAltitudeAtXZ(closestX, closestZ, &inWalkbox); Vector3 destination(closestX, y, closestZ); - return loopWalk(destination, destinationOffset, a3, run, _position, 0.0f, 24.0f, a5, isRunning, false); + return loopWalk(destination, destinationOffset, a3, run, _position, 0.0f, 24.0f, a5, flagIsRunning, false); } -bool Actor::loopWalkToWaypoint(int waypointId, int destinationOffset, int a3, bool run, bool a5, bool *isRunning) { +bool Actor::loopWalkToWaypoint(int waypointId, int destinationOffset, int a3, bool run, bool a5, bool *flagIsRunning) { Vector3 waypointPosition; _vm->_waypoints->getXYZ(waypointId, &waypointPosition.x, &waypointPosition.y, &waypointPosition.z); - return loopWalk(waypointPosition, destinationOffset, a3, run, _position, 0.0f, 24.0f, a5, isRunning, false); + return loopWalk(waypointPosition, destinationOffset, a3, run, _position, 0.0f, 24.0f, a5, flagIsRunning, false); } bool Actor::tick(bool forceDraw, Common::Rect *screenRect) { diff --git a/engines/bladerunner/actor.h b/engines/bladerunner/actor.h index ecbddfeaf4..ea77e881e8 100644 --- a/engines/bladerunner/actor.h +++ b/engines/bladerunner/actor.h @@ -142,11 +142,11 @@ public: void movementTrackUnpause(); void movementTrackWaypointReached(); - bool loopWalkToActor(int otherActorId, int destinationOffset, int a3, bool run, bool a5, bool *isRunning); - bool loopWalkToItem(int itemId, int destinationOffset, int a3, bool run, bool a5, bool *isRunning); - bool loopWalkToSceneObject(const char *objectName, int destinationOffset, bool a3, bool run, bool a5, bool *isRunning); - bool loopWalkToWaypoint(int waypointId, int destinationOffset, int a3, bool run, bool a5, bool *isRunning); - bool loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool a3, bool run, bool a5, bool *isRunning); + bool loopWalkToActor(int otherActorId, int destinationOffset, int a3, bool run, bool a5, bool *flagIsRunning); + bool loopWalkToItem(int itemId, int destinationOffset, int a3, bool run, bool a5, bool *flagIsRunning); + bool loopWalkToSceneObject(const char *objectName, int destinationOffset, bool a3, bool run, bool a5, bool *flagIsRunning); + bool loopWalkToWaypoint(int waypointId, int destinationOffset, int a3, bool run, bool a5, bool *flagIsRunning); + bool loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool a3, bool run, bool a5, bool *flagIsRunning); bool tick(bool forceUpdate, Common::Rect *screenRect); bool draw(Common::Rect *screenRect); diff --git a/engines/bladerunner/script/script.h b/engines/bladerunner/script/script.h index ff61dd5986..12a76505ff 100644 --- a/engines/bladerunner/script/script.h +++ b/engines/bladerunner/script/script.h @@ -394,7 +394,7 @@ enum Clues { kClueEarlyInterviewB1 = 284, kClueEarlyInterviewB2 = 285, kClueCrazylegsInterview3 = 286, - kClueCrazylegGgrovels = 287, + kClueCrazylegGgrovels = 287 }; enum ClueTypes { @@ -426,7 +426,7 @@ enum SpinnerDestinations { kSpinnerDestinationDNARow = 6, kSpinnerDestinationBradburyBuilding = 7, kSpinnerDestinationNightclubRow = 8, - kSpinnerDestinationHysteriaHall = 9, + kSpinnerDestinationHysteriaHall = 9 }; class BladeRunnerEngine; |