diff options
Diffstat (limited to 'engines/bladerunner/actor.h')
-rw-r--r-- | engines/bladerunner/actor.h | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/engines/bladerunner/actor.h b/engines/bladerunner/actor.h index 90588c80dd..492db6dd5f 100644 --- a/engines/bladerunner/actor.h +++ b/engines/bladerunner/actor.h @@ -77,7 +77,7 @@ private: bool _isTarget; bool _isInvisible; bool _isImmuneToObstacles; - bool _inWalkLoop; + bool _mustReachWalkDestination; bool _isRetired; bool _inCombat; bool _isMoving; @@ -148,15 +148,15 @@ public: void movementTrackUnpause(); void movementTrackWaypointReached(); - bool loopWalk(const Vector3 &destination, int destinationOffset, bool interruptible, bool runFlag, const Vector3 &start, float a6, float a7, bool a8, bool *isRunningFlag, bool async); - bool walkTo(bool runFlag, const Vector3 &destination, bool a3); - bool loopWalkToActor(int otherActorId, int destinationOffset, int interruptible, bool runFlag, bool a5, bool *isRunningFlag); - bool loopWalkToItem(int itemId, int destinationOffset, int interruptible, bool runFlag, bool a5, bool *isRunningFlag); - bool loopWalkToSceneObject(const Common::String &objectName, int destinationOffset, bool interruptible, bool runFlag, bool a5, bool *isRunningFlag); - bool loopWalkToWaypoint(int waypointId, int destinationOffset, int interruptible, bool runFlag, bool a5, bool *isRunningFlag); - bool loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool interruptible, bool runFlag, bool a5, bool *isRunningFlag); - bool asyncWalkToWaypoint(int waypointId, int destinationOffset, bool runFlag, bool a5); - void asyncWalkToXYZ(const Vector3 &destination, int destinationOffset, bool runFlag, int a6); + bool loopWalk(const Vector3 &destination, int proximity, bool interruptible, bool runFlag, const Vector3 &start, float targetWidth, float targetSize, bool mustReach, bool *isRunningFlag, bool async); + bool walkTo(bool runFlag, const Vector3 &destination, bool mustReach); + bool loopWalkToActor(int otherActorId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); + bool loopWalkToItem(int itemId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); + bool loopWalkToSceneObject(const Common::String &objectName, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); + bool loopWalkToWaypoint(int waypointId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); + bool loopWalkToXYZ(const Vector3 &destination, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag); + bool asyncWalkToWaypoint(int waypointId, int proximity, bool runFlag, bool mustReach); + void asyncWalkToXYZ(const Vector3 &destination, int proximity, bool runFlag, bool mustReach); void run(); bool tick(bool forceUpdate, Common::Rect *screenRect); @@ -178,7 +178,7 @@ public: bool isMoving() const { return _isMoving; } void setMoving(bool value) { _isMoving = value; } - bool inWalkLoop() const { return _inWalkLoop; } + bool mustReachWalkDestination() const { return _mustReachWalkDestination; } bool isWalking() const; bool isRunning() const; void stopWalking(bool value); @@ -264,9 +264,9 @@ private: void setBoundingBox(const Vector3 &position, bool retired); float distanceFromView(View *view) const; - bool walkFindU1(const Vector3 &startPosition, const Vector3 &targetPosition, float a3, Vector3 *newDestination); - bool walkFindU2(Vector3 *newDestination, float targetWidth, int destinationOffset, float targetSize, const Vector3 &startPosition, const Vector3 &targetPosition); - bool walkToNearestPoint(const Vector3 &destination, float distance); + bool findEmptyPositionAround(const Vector3 &startPosition, const Vector3 &targetPosition, float size, Vector3 *emptyPosition); + bool findNearestPosition(Vector3 *nearestPosition, float targetWidth, int proximity, float targetSize, const Vector3 &startPosition, const Vector3 &targetPosition); + bool stepAway(const Vector3 &destination, float distance); //bool walkFindU3(int actorId, Vector3 from, int distance, Vector3 *out); }; |