diff options
Diffstat (limited to 'engines/bladerunner/script/script.cpp')
| -rw-r--r-- | engines/bladerunner/script/script.cpp | 111 |
1 files changed, 70 insertions, 41 deletions
diff --git a/engines/bladerunner/script/script.cpp b/engines/bladerunner/script/script.cpp index 25d78e4991..aa3e23da52 100644 --- a/engines/bladerunner/script/script.cpp +++ b/engines/bladerunner/script/script.cpp @@ -38,6 +38,7 @@ #include "bladerunner/items.h" #include "bladerunner/item_pickup.h" #include "bladerunner/movement_track.h" +#include "bladerunner/music.h" #include "bladerunner/overlays.h" #include "bladerunner/regions.h" #include "bladerunner/set.h" @@ -423,12 +424,14 @@ int ScriptBase::Actor_Query_Animation_Mode(int actorId) { bool ScriptBase::Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int distance, int a4, bool run) { _vm->gameWaitForActive(); - if (actorId == _vm->_walkingActorId) { + if (_vm->_walkingActorId == actorId) { run = true; } _vm->_playerActorIdle = false; bool isRunning; + bool result = _vm->_actors[actorId]->loopWalkToActor(otherActorId, distance, a4, run, true, &isRunning); + if (_vm->_playerActorIdle) { result = true; _vm->_playerActorIdle = false; @@ -436,8 +439,8 @@ bool ScriptBase::Loop_Actor_Walk_To_Actor(int actorId, int otherActorId, int dis if (isRunning == 1) { _vm->_walkingActorId = actorId; } - Global_Variable_Set(37, actorId); - Global_Variable_Set(38, isRunning); + Global_Variable_Set(kVariableWalkLoopActor, actorId); + Global_Variable_Set(kVariableWalkLoopRun, isRunning); return result; } @@ -449,7 +452,9 @@ bool ScriptBase::Loop_Actor_Walk_To_Item(int actorId, int itemId, int a3, int a4 } _vm->_playerActorIdle = false; bool isRunning; + bool result = _vm->_actors[actorId]->loopWalkToItem(itemId, a3, a4, run, true, &isRunning); + if (_vm->_playerActorIdle == 1) { result = true; _vm->_playerActorIdle = false; @@ -457,8 +462,8 @@ bool ScriptBase::Loop_Actor_Walk_To_Item(int actorId, int itemId, int a3, int a4 if (isRunning == 1) { _vm->_walkingActorId = actorId; } - Global_Variable_Set(37, actorId); - Global_Variable_Set(38, isRunning); + Global_Variable_Set(kVariableWalkLoopActor, actorId); + Global_Variable_Set(kVariableWalkLoopRun, isRunning); return result; } @@ -470,7 +475,9 @@ bool ScriptBase::Loop_Actor_Walk_To_Scene_Object(int actorId, const char *object } _vm->_playerActorIdle = false; bool isRunning; + bool result = _vm->_actors[actorId]->loopWalkToSceneObject(objectName, destinationOffset, a4, run, true, &isRunning); + if (_vm->_playerActorIdle) { result = true; _vm->_playerActorIdle = false; @@ -478,52 +485,79 @@ bool ScriptBase::Loop_Actor_Walk_To_Scene_Object(int actorId, const char *object if (isRunning == 1) { _vm->_walkingActorId = actorId; } - Global_Variable_Set(37, actorId); - Global_Variable_Set(38, isRunning); + Global_Variable_Set(kVariableWalkLoopActor, actorId); + Global_Variable_Set(kVariableWalkLoopRun, isRunning); return result; } 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, destinationOffset, a4, run); - return false; + _vm->gameWaitForActive(); + + if (_vm->_walkingActorId == actorId) { + run = true; + } + _vm->_playerActorIdle = false; + bool isRunning; + + bool result = _vm->_actors[actorId]->loopWalkToWaypoint(waypointId, destinationOffset, a4, run, true, &isRunning); + + if (_vm->_playerActorIdle) { + result = true; + _vm->_playerActorIdle = false; + } + if (isRunning == 1) { + _vm->_walkingActorId = actorId; + } + Global_Variable_Set(kVariableWalkLoopActor, actorId); + Global_Variable_Set(kVariableWalkLoopRun, isRunning); + return result; } 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(); - if(_vm->_walkingActorId == actorId) { - if(a7) { + if (_vm->_walkingActorId == actorId) { + if (a7) { _vm->_walkingActorId = -1; } else { run = true; } } - //TODO: - //PlayerActorIdle = 0; + _vm->_playerActorIdle = false; bool isRunning; + bool result = _vm->_actors[actorId]->loopWalkToXYZ(Vector3(x, y, z), destinationOffset, a5, run, true, &isRunning); -// if (PlayerActorIdle == 1) { -// result = 1; -// PlayerActorIdle = 0; -// } - if(isRunning) { + if (_vm->_playerActorIdle) { + result = true; + _vm->_playerActorIdle = false; + } + if (isRunning) { _vm->_walkingActorId = actorId; } - Global_Variable_Set(37, actorId); - Global_Variable_Set(38, isRunning); + Global_Variable_Set(kVariableWalkLoopActor, actorId); + Global_Variable_Set(kVariableWalkLoopRun, isRunning); return result; } 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, destinationOffset, run); + _vm->gameWaitForActive(); + + if (_vm->_walkingActorId == actorId) { + run = true; + } + + _vm->_actors[actorId]->asyncWalkToWaypoint(waypointId, destinationOffset, run, true); } 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, destinationOffset, run); + _vm->gameWaitForActive(); + + if (_vm->_walkingActorId == actorId) { + run = true; + } + + _vm->_actors[actorId]->asyncWalkToXYZ(Vector3(x, y, z), destinationOffset, run, true); } void ScriptBase::Actor_Force_Stop_Walking(int actorId) { @@ -796,30 +830,25 @@ void ScriptBase::Footstep_Sound_Override_Off() { _vm->_scene->_set->resetFoodstepSoundOverride(); } -bool ScriptBase::Music_Play(int a1, int a2, int a3, int a4, int a5, int a6, int a7) { - //TODO - warning("Music_Play(%d, %d, %d, %d, %d, %d, %d)", a1, a2, a3, a4, a5, a6, a7); - return false; +bool ScriptBase::Music_Play(int musicId, int volume, int pan, int timeFadeIn, int timePlay, int loop, int timeFadeOut) { + const char *musicName = _vm->_gameInfo->getMusicTrack(musicId); + return _vm->_music->play(musicName, volume, pan, timeFadeIn, timePlay, loop, timeFadeOut); } -void ScriptBase::Music_Adjust(int a1, int a2, int a3) { - //TODO - warning("Music_Adjust(%d, %d, %d)", a1, a2, a3); +void ScriptBase::Music_Adjust(int volume, int pan, int delay) { + _vm->_music->adjust(volume, pan, delay); } -void ScriptBase::Music_Stop(int a1) { - //TODO - warning("Music_Stop(%d)", a1); +void ScriptBase::Music_Stop(int delay) { + _vm->_music->stop(delay); } bool ScriptBase::Music_Is_Playing() { - //TODO - warning("Music_Is_Playing()"); - return false; + return _vm->_music->isPlaying(); } -void ScriptBase::Overlay_Play(const char *overlay, int a2, int a3, int a4, int a5) { - _vm->_overlays->play(overlay, a2, a3, a4, a5); +void ScriptBase::Overlay_Play(const char *overlay, int loopId, int loopForever, int startNow, int a5) { + _vm->_overlays->play(overlay, loopId, loopForever, startNow, a5); } void ScriptBase::Overlay_Remove(const char *overlay) { @@ -908,7 +937,7 @@ bool ScriptBase::Dialogue_Menu_Clear_List() { } bool ScriptBase::Dialogue_Menu_Add_To_List(int answer) { - _vm->_dialogueMenu->addToList(answer, 0, 5, 5, 5); + _vm->_dialogueMenu->addToList(answer, false, 5, 5, 5); return false; } |
