From cd43b7a11a327327635d458571fc8b1ad05ffc76 Mon Sep 17 00:00:00 2001 From: Peter Kohaut Date: Fri, 1 Feb 2019 00:01:22 +0100 Subject: BLADERUNNER: Cleanup of walking code Fixed missing "must reach" in a actorwalk::tick --- engines/bladerunner/actor.cpp | 158 ++++++++++++++++++++++-------------------- 1 file changed, 82 insertions(+), 76 deletions(-) (limited to 'engines/bladerunner/actor.cpp') diff --git a/engines/bladerunner/actor.cpp b/engines/bladerunner/actor.cpp index d0ba7cc7e8..59af72d87c 100644 --- a/engines/bladerunner/actor.cpp +++ b/engines/bladerunner/actor.cpp @@ -59,8 +59,8 @@ Actor::Actor(BladeRunnerEngine *vm, int actorId) { _friendlinessToOther.resize(_vm->_gameInfo->getActorCount()); - _inWalkLoop = false; - _damageAnimIfMoving = false; + _mustReachWalkDestination = false; + _damageAnimIfMoving = false; setup(actorId); } @@ -367,19 +367,19 @@ 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 interruptible, bool runFlag, const Vector3 &start, float targetWidth, float targetSize, bool a8, bool *isRunningFlag, bool async) { +bool Actor::loopWalk(const Vector3 &destination, int proximity, bool interruptible, bool runFlag, const Vector3 &start, float targetWidth, float targetSize, bool mustReach, bool *isRunningFlag, bool async) { *isRunningFlag = false; - if (destinationOffset > 0) { + if (proximity > 0) { float dist = distance(_position, destination); - if (dist - targetSize <= destinationOffset) { + if (dist - targetSize <= proximity) { return false; } } - if (a8 && !async && _id != kActorMcCoy && destinationOffset <= 24) { + if (mustReach && !async && _id != kActorMcCoy && proximity <= 24) { if (distance(_vm->_playerActor->_position, destination) <= 24.0f) { - _vm->_playerActor->walkToNearestPoint(destination, 48.0f); + _vm->_playerActor->stepAway(destination, 48.0f); } } @@ -389,18 +389,18 @@ bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool int Vector3 destinationX(destination); - if (destinationOffset > 0) { - walkFindU2(&destinationX, targetWidth, destinationOffset, targetSize, _position, destination); + if (proximity > 0) { + findNearestPosition(&destinationX, targetWidth, proximity, targetSize, _position, destination); } - bool walking = walkTo(runFlag, destinationX, a8); + bool walking = walkTo(runFlag, destinationX, mustReach); if (async) { return false; } - if (!walking && destinationOffset > 0) { - walking = walkTo(runFlag, destination, a8); + if (!walking && proximity > 0) { + walking = walkTo(runFlag, destination, mustReach); } if (!walking) { @@ -419,8 +419,8 @@ bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool int _vm->playerLosesControl(); } - if (a8) { - _inWalkLoop = true; + if (mustReach) { + _mustReachWalkDestination = true; } bool wasInterrupted = false; @@ -434,44 +434,48 @@ bool Actor::loopWalk(const Vector3 &destination, int destinationOffset, bool int wasInterrupted = true; } } - if (a8) { - _inWalkLoop = false; + + if (mustReach) { + _mustReachWalkDestination = false; } + if (interruptible) { _vm->_isWalkingInterruptible = false; } else { _vm->playerGainsControl(); } - if (!wasInterrupted && destinationOffset == 0 && !_vm->_playerActorIdle) { + + if (!wasInterrupted && proximity == 0 && !_vm->_playerActorIdle) { setAtXYZ(destination, _facing, true, false, false); } + if (_id != kActorMcCoy) { _vm->_mouse->enable(); } + return wasInterrupted; } -bool Actor::walkTo(bool runFlag, const Vector3 &destination, bool a3) { +bool Actor::walkTo(bool runFlag, const Vector3 &destination, bool mustReach) { bool arrived; - - return _walkInfo->setup(_id, runFlag, _position, destination, a3, &arrived); + return _walkInfo->setup(_id, runFlag, _position, destination, mustReach, &arrived); } -bool Actor::loopWalkToActor(int otherActorId, int destinationOffset, int interruptible, bool runFlag, bool a5, bool *isRunningFlag) { - return loopWalk(_vm->_actors[otherActorId]->_position, destinationOffset, interruptible, runFlag, _position, 24.0f, 24.0f, a5, isRunningFlag, false); +bool Actor::loopWalkToActor(int otherActorId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag) { + return loopWalk(_vm->_actors[otherActorId]->_position, proximity, interruptible, runFlag, _position, 24.0f, 24.0f, mustReach, isRunningFlag, false); } -bool Actor::loopWalkToItem(int itemId, int destinationOffset, int interruptible, bool runFlag, bool a5, bool *isRunningFlag) { +bool Actor::loopWalkToItem(int itemId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag) { 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, interruptible, runFlag, _position, width, 24.0f, a5, isRunningFlag, false); + return loopWalk(itemPosition, proximity, interruptible, runFlag, _position, width, 24.0f, mustReach, isRunningFlag, false); } -bool Actor::loopWalkToSceneObject(const Common::String &objectName, int destinationOffset, bool interruptible, bool runFlag, bool a5, bool *isRunningFlag) { +bool Actor::loopWalkToSceneObject(const Common::String &objectName, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag) { int sceneObject = _vm->_scene->_set->findObject(objectName); if (sceneObject < 0) { return true; @@ -513,29 +517,29 @@ bool Actor::loopWalkToSceneObject(const Common::String &objectName, int destinat float y = _vm->_scene->_set->getAltitudeAtXZ(closestX, closestZ, &inWalkbox); Vector3 destination(closestX, y, closestZ); - return loopWalk(destination, destinationOffset, interruptible, runFlag, _position, 0.0f, 24.0f, a5, isRunningFlag, false); + return loopWalk(destination, proximity, interruptible, runFlag, _position, 0.0f, 24.0f, mustReach, isRunningFlag, false); } -bool Actor::loopWalkToWaypoint(int waypointId, int destinationOffset, int interruptible, bool runFlag, bool a5, bool *isRunningFlag) { +bool Actor::loopWalkToWaypoint(int waypointId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag) { Vector3 waypointPosition; _vm->_waypoints->getXYZ(waypointId, &waypointPosition.x, &waypointPosition.y, &waypointPosition.z); - return loopWalk(waypointPosition, destinationOffset, interruptible, runFlag, _position, 0.0f, 24.0f, a5, isRunningFlag, false); + return loopWalk(waypointPosition, proximity, interruptible, runFlag, _position, 0.0f, 24.0f, mustReach, isRunningFlag, false); } -bool Actor::loopWalkToXYZ(const Vector3 &destination, int destinationOffset, bool interruptible, bool runFlag, bool a5, bool *isRunningFlag) { - return loopWalk(destination, destinationOffset, interruptible, runFlag, _position, 0.0f, 24.0f, a5, isRunningFlag, false); +bool Actor::loopWalkToXYZ(const Vector3 &destination, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag) { + return loopWalk(destination, proximity, interruptible, runFlag, _position, 0.0f, 24.0f, mustReach, isRunningFlag, false); } -bool Actor::asyncWalkToWaypoint(int waypointId, int destinationOffset, bool runFlag, bool a5) { +bool Actor::asyncWalkToWaypoint(int waypointId, int proximity, bool runFlag, bool mustReach) { bool running; Vector3 waypointPosition; _vm->_waypoints->getXYZ(waypointId, &waypointPosition.x, &waypointPosition.y, &waypointPosition.z); - return loopWalk(waypointPosition, destinationOffset, false, runFlag, _position, 0.0f, 24.0f, a5, &running, true); + return loopWalk(waypointPosition, proximity, false, runFlag, _position, 0.0f, 24.0f, mustReach, &running, true); } -void Actor::asyncWalkToXYZ(const Vector3 &destination, int destinationOffset, bool runFlag, int a6) { +void Actor::asyncWalkToXYZ(const Vector3 &destination, int proximity, bool runFlag, bool mustReach) { bool running; - loopWalk(destination, destinationOffset, false, runFlag, _position, 0.0f, 24.0f, a6, &running, true); + loopWalk(destination, proximity, false, runFlag, _position, 0.0f, 24.0f, mustReach, &running, true); } void Actor::run() { @@ -589,13 +593,13 @@ bool Actor::tick(bool forceDraw, Common::Rect *screenRect) { _targetFacing = -1; - bool walked = _walkInfo->tick(_id, -positionChange.y, false); + bool walkInterrupted = _walkInfo->tick(_id, -positionChange.y, _mustReachWalkDestination); Vector3 pos; int facing; _walkInfo->getCurrentPosition(_id, &pos, &facing); setAtXYZ(pos, facing, false, _isMoving, false); - if (walked) { + if (walkInterrupted) { _vm->_actors[_id]->changeAnimationMode(kAnimationModeIdle); movementTrackWaypointReached(); @@ -1197,76 +1201,78 @@ int Actor::findTargetUnderMouse(BladeRunnerEngine *vm, int mouseX, int mouseY) { return -1; } -bool Actor::walkFindU1(const Vector3 &startPosition, const Vector3 &targetPosition, float size, Vector3 *newDestination) { - newDestination->x = 0.0f; - newDestination->y = 0.0f; - newDestination->z = 0.0f; - int facing = angle_1024(targetPosition, startPosition); - int facing1 = 0; +bool Actor::findEmptyPositionAround(const Vector3 &startPosition, const Vector3 &targetPosition, float size, Vector3 *emptyPosition) { + emptyPosition->x = 0.0f; + emptyPosition->y = 0.0f; + emptyPosition->z = 0.0f; + + int facingLeft = angle_1024(targetPosition, startPosition); + int facingRight = facingLeft; + + int facingLeftCounter = 0; + int facingRightCounter = 0; - int facing2 = facing; - int facing3 = 0; while (true) { - float rotatedX = targetPosition.x + size * _vm->_sinTable1024->at(facing); - float rotatedZ = targetPosition.z - size * _vm->_cosTable1024->at(facing); + float rotatedX = targetPosition.x + size * _vm->_sinTable1024->at(facingLeft); + float rotatedZ = targetPosition.z - size * _vm->_cosTable1024->at(facingLeft); - if (!_walkInfo->isXYZEmpty(rotatedX, targetPosition.y, rotatedZ, _id)) { + if (!_walkInfo->isXYZOccupied(rotatedX, targetPosition.y, rotatedZ, _id)) { if (_vm->_scene->_set->findWalkbox(rotatedX, rotatedZ) >= 0) { - newDestination->x = rotatedX; - newDestination->y = targetPosition.y; - newDestination->z = rotatedZ; + emptyPosition->x = rotatedX; + emptyPosition->y = targetPosition.y; + emptyPosition->z = rotatedZ; return true; } - } else { - facing += 20; - if (facing > 1024) { - facing -= 1024; + } else { // looks like a bug as it might not find anything when there is no walkbox at this angle + facingLeft += 20; + if (facingLeft > 1024) { + facingLeft -= 1024; } - facing3 += 20; + facingLeftCounter += 20; } - rotatedX = size * _vm->_sinTable1024->at(facing2) + targetPosition.x; - rotatedZ = size * _vm->_cosTable1024->at(facing2) + targetPosition.z; + rotatedX = size * _vm->_sinTable1024->at(facingRight) + targetPosition.x; + rotatedZ = size * _vm->_cosTable1024->at(facingRight) + targetPosition.z; - if (!_walkInfo->isXYZEmpty(rotatedX, targetPosition.y, rotatedZ, _id)) { + if (!_walkInfo->isXYZOccupied(rotatedX, targetPosition.y, rotatedZ, _id)) { if (_vm->_scene->_set->findWalkbox(rotatedX, rotatedZ) >= 0) { - newDestination->x = rotatedX; - newDestination->y = targetPosition.y; - newDestination->z = rotatedZ; + emptyPosition->x = rotatedX; + emptyPosition->y = targetPosition.y; + emptyPosition->z = rotatedZ; return true; } - } else { - facing2 -= 20; - if (facing2 < 0) { - facing2 += 1024; + } else { // looks like a bug as it might not find anything when there is no walkbox at this angle + facingRight -= 20; + if (facingRight < 0) { + facingRight += 1024; } - facing1 += 20; + facingRightCounter += 20; } - if (facing3 > 1024 && facing1 > 1024) { + if (facingLeftCounter > 1024 && facingRightCounter > 1024) { return false; } } } -bool Actor::walkFindU2(Vector3 *newDestination, float targetWidth, int destinationOffset, float targetSize, const Vector3 &startPosition, const Vector3 &targetPosition) { - newDestination->x = 0.0f; - newDestination->y = 0.0f; - newDestination->z = 0.0f; - float size = destinationOffset + targetSize * 0.5f + targetWidth * 0.5f; +bool Actor::findNearestPosition(Vector3 *nearestPosition, float targetWidth, int proximity, float targetSize, const Vector3 &startPosition, const Vector3 &targetPosition) { + nearestPosition->x = 0.0f; + nearestPosition->y = 0.0f; + nearestPosition->z = 0.0f; + float size = proximity + targetSize * 0.5f + targetWidth * 0.5f; float distance = (startPosition - targetPosition).length() - targetWidth * 0.5f - targetSize * 0.5f; if (size < distance) { - return walkFindU1(startPosition, targetPosition, size, newDestination); + return findEmptyPositionAround(startPosition, targetPosition, size, nearestPosition); } else { - *newDestination = targetPosition; + *nearestPosition = targetPosition; return true; } } -bool Actor::walkToNearestPoint(const Vector3 &destination, float distance) { +bool Actor::stepAway(const Vector3 &destination, float distance) { Vector3 out; bool running; - if (_walkInfo->findNearestEmptyPosition(_id, destination, distance, out)) { + if (_walkInfo->findEmptyPositionAround(_id, destination, distance, out)) { loopWalk(out, 0, false, false, _position, 0.0f, 24.0f, false, &running, false); return true; } -- cgit v1.2.3