diff options
Diffstat (limited to 'engines/bladerunner/script/script.cpp')
| -rw-r--r-- | engines/bladerunner/script/script.cpp | 67 |
1 files changed, 47 insertions, 20 deletions
diff --git a/engines/bladerunner/script/script.cpp b/engines/bladerunner/script/script.cpp index 216428c2f8..180e8cb96e 100644 --- a/engines/bladerunner/script/script.cpp +++ b/engines/bladerunner/script/script.cpp @@ -540,48 +540,75 @@ int ScriptBase::Actor_Query_Animation_Mode(int actorId) { return _vm->_actors[actorId]->getAnimationMode(); } -bool ScriptBase::Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int a3, int a4, bool running) { +bool ScriptBase::Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int a3, int a4, bool run) { //TODO - warning("Loop_Actor_Walk_To_Actor(%d, %d, %d, %d, %d)", actorId, otherActorId, a3, a4, running); + warning("Loop_Actor_Walk_To_Actor(%d, %d, %d, %d, %d)", actorId, otherActorId, a3, a4, run); return false; } -bool ScriptBase::Loop_Actor_Walk_To_Item(int actorId, int itemId, int a3, int a4, bool running) { +bool ScriptBase::Loop_Actor_Walk_To_Item(int actorId, int itemId, int a3, int a4, bool run) { //TODO - warning("Loop_Actor_Walk_To_Item(%d, %d, %d, %d, %d)", actorId, itemId, a3, a4, running); + warning("Loop_Actor_Walk_To_Item(%d, %d, %d, %d, %d)", actorId, itemId, a3, a4, run); return false; } -bool ScriptBase::Loop_Actor_Walk_To_Scene_Object(int actorId, const char *objectName, int distance, int a4, bool running) { +bool ScriptBase::Loop_Actor_Walk_To_Scene_Object(int actorId, const char *objectName, int destinationOffset, bool a4, bool run) { _vm->gameWaitForActive(); - _vm->_actors[actorId]->loopWalkToSceneObject(objectName); - - return false; + if(_vm->_walkingActorId == actorId) { + run = true; + } + bool isRunning; + bool result = _vm->_actors[actorId]->loopWalkToSceneObject(objectName, destinationOffset, a4, run, true, &isRunning); + if(isRunning == 1) { + _vm->_walkingActorId = actorId; + } + Global_Variable_Set(37, actorId); + Global_Variable_Set(38, isRunning); + return result; } -bool ScriptBase::Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int a3, int a4, bool running) { +bool ScriptBase::Loop_Actor_Walk_To_Waypoint(int actorId, int waypointId, int destinationOffset, int a4, bool run) { //TODO - warning("Loop_Actor_Walk_To_Waypoint(%d, %d, %d, %d, %d)", actorId, waypointId, a3, a4, running); + warning("Loop_Actor_Walk_To_Waypoint(%d, %d, %d, %d, %d)", actorId, waypointId, destinationOffset, a4, run); return false; } -bool ScriptBase::Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int a4, int a5, bool running, int a7) { +bool ScriptBase::Loop_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int destinationOffset, int a5, bool run, int a7) { _vm->gameWaitForActive(); - _vm->_actors[actorId]->loopWalkToXYZ(x, y, z, a4, a5, running, 1); - - return false; + if(_vm->_walkingActorId == actorId) { + if(a7) { + _vm->_walkingActorId = -1; + } else { + run = true; + } + } + //TODO: + //PlayerActorIdle = 0; + bool isRunning; + bool result = _vm->_actors[actorId]->loopWalkToXYZ(Vector3(x, y, z), destinationOffset, a5, run, 1, &isRunning); + +// if (PlayerActorIdle == 1) { +// result = 1; +// PlayerActorIdle = 0; +// } + if(isRunning) { + _vm->_walkingActorId = actorId; + } + Global_Variable_Set(37, actorId); + Global_Variable_Set(38, isRunning); + return result; } -void ScriptBase::Async_Actor_Walk_To_Waypoint(int actorId, int waypointId, int a3, int running) { +void ScriptBase::Async_Actor_Walk_To_Waypoint(int actorId, int waypointId, int destinationOffset, int run) { //TODO - warning("Async_Actor_Walk_To_Waypoint(%d, %d, %d, %d)", actorId, waypointId, a3, running); + warning("Async_Actor_Walk_To_Waypoint(%d, %d, %d, %d)", actorId, waypointId, destinationOffset, run); } -void ScriptBase::Async_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int a5, bool running) { +void ScriptBase::Async_Actor_Walk_To_XYZ(int actorId, float x, float y, float z, int destinationOffset, bool run) { //TODO - warning("Async_Actor_Walk_To_XYZ(%d, %f, %f, %f, %d, %d)", actorId, x, y, z, a5, running); + warning("Async_Actor_Walk_To_XYZ(%d, %f, %f, %f, %d, %d)", actorId, x, y, z, destinationOffset, run); } void ScriptBase::Actor_Force_Stop_Walking(int actorId) { @@ -692,11 +719,11 @@ void ScriptBase::Delay(int miliseconds) { } void ScriptBase::Player_Loses_Control() { - _vm->playerLosesControl(); + _vm->playerLosesControl(); } void ScriptBase::Player_Gains_Control() { - _vm->playerGainsControl(); + _vm->playerGainsControl(); } void ScriptBase::Player_Set_Combat_Mode(bool activate) { |
