diff options
Diffstat (limited to 'engines/bladerunner/actor.cpp')
-rw-r--r-- | engines/bladerunner/actor.cpp | 42 |
1 files changed, 21 insertions, 21 deletions
diff --git a/engines/bladerunner/actor.cpp b/engines/bladerunner/actor.cpp index d4613c1be0..52cebb659d 100644 --- a/engines/bladerunner/actor.cpp +++ b/engines/bladerunner/actor.cpp @@ -247,7 +247,7 @@ void Actor::movementTrackNext(bool omitAiScript) { int delay; int waypointId; Vector3 waypointPosition; - bool stopped; + bool arrived; hasNextMovement = _movementTrack->next(&waypointId, &delay, &angle, &running); _movementTrackNextWaypointId = waypointId; @@ -262,11 +262,11 @@ void Actor::movementTrackNext(bool omitAiScript) { _vm->_waypoints->getXYZ(waypointId, &waypointPosition.x, &waypointPosition.y, &waypointPosition.z); if (_setId == waypointSetId && waypointSetId == _vm->_actors[0]->_setId) { stopWalking(false); - _walkInfo->setup(_id, running, _position, waypointPosition, false, &stopped); + _walkInfo->setup(_id, running, _position, waypointPosition, false, &arrived); _movementTrackWalkingToWaypointId = waypointId; _movementTrackDelayOnNextWaypoint = delay; - if (stopped) { + if (arrived) { movementTrackWaypointReached(); } } else { @@ -302,12 +302,12 @@ void Actor::movementTrackPause() { void Actor::movementTrackUnpause() { Vector3 waypointPosition; - bool stopped; + bool arrived; _movementTrack->unpause(); if (_movementTrackNextWaypointId >= 0 && _movementTrackPaused) { _vm->_waypoints->getXYZ(_movementTrackNextWaypointId, &waypointPosition.x, &waypointPosition.y, &waypointPosition.z); - _walkInfo->setup(_id, _movementTrackNextRunning, _position, waypointPosition, false, &stopped); + _walkInfo->setup(_id, _movementTrackNextRunning, _position, waypointPosition, false, &arrived); _movementTrackPaused = false; } } @@ -351,7 +351,7 @@ void Actor::setAtXYZ(const Vector3 &position, int facing, bool snapFacing, bool _position = position; setFacing(facing, snapFacing); - if (_vm->_scene->_setId == _setId) { + if (_vm->_scene->getSetId() == _setId) { _walkboxId = _vm->_scene->_set->findWalkbox(_position.x, _position.y); } else { _walkboxId = -1; @@ -375,8 +375,8 @@ void Actor::setAtWaypoint(int waypointId, int angle, int moving, bool retired) { 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 *flagIsRunning = false; - bool stopped; - _walkInfo->setup(_id, false, _position, destination, false, &stopped); + bool arrived; + _walkInfo->setup(_id, false, _position, destination, false, &arrived); for (;;) { _vm->gameTick(); @@ -400,7 +400,7 @@ bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool a3, if (a8 && !async && _id && destinationOffset <= 24) { if (distance(_vm->_playerActor->_position, destination) <= 24.0f) { - _vm->_playerActor->walkToU(destination, 48.0f); + _vm->_playerActor->walkToNearestPoint(destination, 48.0f); } } @@ -476,9 +476,9 @@ bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool a3, } bool Actor::walkTo(bool run, const Vector3 &destination, bool a3) { - bool flagIsRunning; + bool arrived; - return _walkInfo->setup(_id, run, _position, destination, a3, &flagIsRunning); + return _walkInfo->setup(_id, run, _position, destination, a3, &arrived); } bool Actor::loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool a3, bool run, bool a5, bool *flagIsRunning) { @@ -765,17 +765,17 @@ void Actor::setBoundingBox(const Vector3 &position, bool retired) { } } -float Actor::distanceFromView(View *view) { +float Actor::distanceFromView(View *view) const{ float xDist = this->_position.x - view->_cameraPosition.x; float zDist = this->_position.z - view->_cameraPosition.z; return sqrt(xDist * xDist + zDist * zDist); } -bool Actor::isWalking() { +bool Actor::isWalking() const { return _walkInfo->isWalking(); } -bool Actor::isRunning() { +bool Actor::isRunning() const { return _walkInfo->isRunning(); } @@ -794,7 +794,7 @@ void Actor::stopWalking(bool value) { } void Actor::faceActor(int otherActorId, bool animate) { - if (_setId != _vm->_scene->_setId) { + if (_setId != _vm->_scene->getSetId()) { return; } @@ -1085,12 +1085,12 @@ void Actor::copyClues(int actorId) { } } -int Actor::soundVolume() { +int Actor::soundVolume() const { float dist = distanceFromView(_vm->_view); return 255.0f * MAX(MIN(dist / 1200.0f, 1.0f), 0.0f); } -int Actor::soundBalance() { +int Actor::soundBalance() const { Vector3 screenPosition = _vm->_view->calculateScreenPosition(_position); return 127.0f * (MAX(MIN(screenPosition.x / 640.0f, 1.0f), 0.0f) * 2.0f - 1.0f); } @@ -1105,8 +1105,8 @@ bool Actor::walkFindU1(const Vector3 &startPosition, const Vector3 &targetPositi int facing2 = facing; int facing3 = 0; while (true) { - float rotatedX = size * sin_1024(facing) + targetPosition.x; - float rotatedZ = size * cos_1024(facing) + targetPosition.z; + float rotatedX = targetPosition.x + size * sin_1024(facing); + float rotatedZ = targetPosition.z - size * cos_1024(facing); if (!_walkInfo->isXYZEmpty(rotatedX, targetPosition.y, rotatedZ, _id)) { if (_vm->_scene->_set->findWalkbox(rotatedX, rotatedZ) >= 0) { @@ -1161,10 +1161,10 @@ bool Actor::walkFindU2(Vector3 *newDestination, float targetWidth, int destinati } } -bool Actor::walkToU(const Vector3 &destination, float distance) { +bool Actor::walkToNearestPoint(const Vector3 &destination, float distance) { Vector3 out; bool flagIsRunning; - if (_walkInfo->findU1(_id, destination, distance, &out)) { + if (_walkInfo->findNearestEmptyPosition(_id, destination, distance, out)) { loopWalk(out, 0, false, false, _position, 0.0f, 24.0f, false, &flagIsRunning, false); return true; } |