1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "bladerunner/bladerunner.h"
#include "bladerunner/game_constants.h"
#include "bladerunner/items.h"
#include "bladerunner/mouse.h"
#include "bladerunner/savefile.h"
#include "bladerunner/scene.h"
#include "bladerunner/scene_objects.h"
#include "bladerunner/script/police_maze.h"
#include "bladerunner/script/scene_script.h"
#include "bladerunner/time.h"
#include "bladerunner/subtitles.h"
#include "bladerunner/debugger.h"
#include "bladerunner/settings.h"
// ----------------------
// Maze point system info
// ----------------------
// Maze score starts at zero (0) points at the first room and it can get a negative value later on.
// Exiting each room deducts from maze score the number of targets that were not activated for that room
// Each room has a max number of 20 targets that can be activated for it in total (kPoliceMazePS1xTargetCount).
// Entering a room always auto-activates a set of predefined targets: 4 for PS10, PS11, PS12 and 5 for PS12
//
// - Leaving a room from the forward exit (moving properly through the maze)
// will mark the old room as complete. So, returning to an old room
// (which McCoy had exited from the *forward* exit) won't affect the score.
//
// - Leaving a room from the *backwards* exit (moving backwards through the maze)
// will NOT mark the room that McCoy just left as complete, if it was not already.
// So returning to a previous room (which McCoy had exited from the *backwards* exit)
// may still affect the score and combat may resume. However, upon re-entering that room,
// it will again activate the predefined set of targets for it and those will count
// additively to the total activated targets for that room. So, the room can be resumed at most
// four (PS12) or five (PS10, PS11, PS13) times until it becomes completed (reaches its max activated targets).
//
// Running quickly through the maze (not stopping to shoot targets) amounts to a negative score of:
// 0 - (3 * (20 - 4)) - (20 - 5) = -63 points
//
// However, that is not the lowest score McCoy can get, since points are deducted when:
// a) shooting innocents
// b) shooting unrevealed enemies
// c) getting shot
//
// Combat Point System:
// + 1: gain a point when an enemy (revealed) is shot (at Item_Spin_In_World)
// - 1: lose a point when an innocent or unrevealed enemy is shot (at Item_Spin_In_World)
// + 1: gain a point when an innocent escapes (at kPMTILeave instruction)
// - 1: lose a point when an enemy shoots McCoy (at kPMTIShoot)
//
// For the maximum score, all 4 * 20 = 80 targets have to get activated and handled properly.
// Since McCoy always gains one (1) point per target (enemy or innocent) for that,
// the maximum score *should be*: 80 points.
//
// However, there are some *special* target types:
// 1. Targets that will count as multiple targets without increasing
// the active target count more than once.
// 2. Targets that won't increase the active target count at all,
// and act as bonus points themselves. (eg. kItemPS12Target10, kItemPS12Target14)
//
// With the account of special targets the maximum achievable score will be greater than 80 points.
// Since the special targets can appear randomly (by use of the kPMTIPausedReset1of2, kPMTIPausedReset1of3 instructions)
// the highest score is not a predefined fixed number and will differ per run. It will always be above 80 points.
//
namespace BladeRunner {
PoliceMaze::PoliceMaze(BladeRunnerEngine *vm) : ScriptBase(vm) {
_isPaused = false;
_isActive = false;
_isEnding = false;
_pm_var1 = 0;
_pm_var2 = 0;
for (int i = 0; i < kNumMazeTracks; i++) {
_tracks[i] = new PoliceMazeTargetTrack(vm);
}
}
PoliceMaze::~PoliceMaze() {
for (int i = 0; i < kNumMazeTracks; i++) {
delete _tracks[i];
_tracks[i] = nullptr;
}
}
void PoliceMaze::clear(bool isLoadingGame) {
for (int i = 0; i < kNumMazeTracks; i++) {
if (_tracks[i]->isPresent()) {
_tracks[i]->clear(isLoadingGame);
}
}
}
void PoliceMaze::activate() {
_isActive = true;
_isEnding = false;
}
void PoliceMaze::setPauseState(bool state) {
warning("PAUSE: %d", state);
_isPaused = state;
uint32 t = _vm->_time->current();
for (int i = 0; i < kNumMazeTracks; i++) {
_tracks[i]->setTime(t);
}
}
void PoliceMaze::tick() {
if (_isPaused) {
return;
}
if (_vm->_scene->getSetId() != kSetPS10_PS11_PS12_PS13) {
return;
}
if (_isEnding) {
_isActive = false;
return;
}
for (int i = 0; i < kNumMazeTracks; i++) {
_tracks[i]->tick();
}
bool notFound = true;
for (int i = 0; i < kNumMazeTracks; i++) {
if (!_tracks[i]->isPaused()) {
notFound = false;
break;
}
}
if (_vm->_debugger->_showMazeScore && _isActive && !_isEnding) {
_vm->_subtitles->setGameSubsText(Common::String::format("Score: %02d", Global_Variable_Query(kVariablePoliceMazeScore)), true);
_vm->_subtitles->show();
}
if (notFound && _isActive && !_isEnding) {
_isActive = false;
_isEnding = true;
if (_vm->_scene->getSceneId() == kScenePS13) {
Actor_Voice_Over(320, kActorAnsweringMachine);
} else {
Actor_Voice_Over(310, kActorAnsweringMachine);
}
}
}
void PoliceMaze::save(SaveFileWriteStream &f) {
f.writeBool(_isPaused);
f.writeBool(_isActive);
f.writeBool(_isEnding);
for (int i = 0; i < kNumMazeTracks; ++i) {
_tracks[i]->save(f);
}
}
void PoliceMaze::load(SaveFileReadStream &f) {
_isPaused = f.readBool();
_isActive = f.readBool();
_isEnding = f.readBool();
for (int i = 0; i < kNumMazeTracks; ++i) {
_tracks[i]->load(f);
}
}
PoliceMazeTargetTrack::PoliceMazeTargetTrack(BladeRunnerEngine *vm) : ScriptBase(vm) {
reset();
}
PoliceMazeTargetTrack::~PoliceMazeTargetTrack() {
reset();
}
void PoliceMazeTargetTrack::reset() {
_isPresent = false;
_itemId = -1;
_pointCount = 0;
_data = nullptr;
_dataIndex = 0;
_timeLeftUpdate = 0;
_timeLeftWait = 0;
_time = 0;
_isWaiting = false;
_isMoving = false;
_pointIndex = 0;
_pointTarget = 0;
_isRotating = false;
_angleTarget = 0;
_angleDelta = 0;
_isPaused = true;
}
void PoliceMazeTargetTrack::clear(bool isLoadingGame) {
reset();
}
void PoliceMazeTargetTrack::add(int trackId, float startX, float startY, float startZ, float endX, float endY, float endZ, int steps, const int *instructions, bool isActive) {
_data = (const int *)instructions;
if (!_vm->_gameIsLoading) {
_itemId = trackId;
_pointCount = steps;
_dataIndex = 0;
double coef = 1.0f / (long double)steps;
double coefX = (endX - startX) * coef;
double coefY = (endY - startY) * coef;
double coefZ = (endZ - startZ) * coef;
for (int i = 0; i < steps - 1; i++) {
_points[i].x = i * coefX + startX;
_points[i].y = i * coefY + startY;
_points[i].z = i * coefZ + startZ;
}
_points[steps - 1].x = endX;
_points[steps - 1].y = endY;
_points[steps - 1].z = endZ;
_isPaused = !isActive;
}
_isPresent = true;
}
bool PoliceMazeTargetTrack::tick() {
if (!_isPresent) {
return false;
}
uint32 oldTime = _time;
_time = _vm->_time->current();
int32 timeDiff = _time - oldTime;
_timeLeftUpdate -= timeDiff;
if (_timeLeftUpdate > 0) {
return false;
}
#if BLADERUNNER_ORIGINAL_BUGS
#else
if (_vm->_settings->getDifficulty() > kGameDifficultyEasy) {
timeDiff = 0 - _timeLeftUpdate;
}
#endif // BLADERUNNER_ORIGINAL_BUGS
_timeLeftUpdate = 66; // update the target track 15 times per second
if (_isPaused) {
return false;
}
if (_isWaiting) {
#if BLADERUNNER_ORIGINAL_BUGS
_timeLeftWait -= timeDiff;
#else
if (_vm->_settings->getDifficulty() == kGameDifficultyEasy) {
_timeLeftWait -= timeDiff; // original behavior
} else {
_timeLeftWait -= (timeDiff + _timeLeftUpdate); // this deducts an amount >= 66
}
#endif // BLADERUNNER_ORIGINAL_BUGS
if (_timeLeftWait > 0) {
return true;
}
_isWaiting = false;
_timeLeftWait = 0;
}
if (_vm->_items->isSpinning(_itemId)) {
return true;
}
if (_isRotating) {
float angle = _vm->_items->getFacing(_itemId) + _angleDelta;
if (_angleDelta > 0) {
if (angle >= _angleTarget) {
angle = _angleTarget;
_isRotating = false;
}
} else if (_angleDelta < 0) {
if (angle <= _angleTarget) {
angle = _angleTarget;
_isRotating = false;
}
} else {
_isRotating = false;
}
_vm->_items->setFacing(_itemId, angle);
if (_isRotating) {
return true;
}
}
bool advancePoint = false;
if (_isMoving) {
if (_pointIndex < _pointTarget) {
_pointIndex++;
advancePoint = true;
} else if (_pointIndex > _pointTarget) {
_pointIndex--;
advancePoint = true;
} else {
_isMoving = 0;
}
}
if (advancePoint) {
_vm->_items->setXYZ(_itemId, _points[_pointIndex]);
readdObject(_itemId);
return true;
}
bool cont = true;
while (cont) {
_dataIndex++;
switch (_data[_dataIndex - 1]) {
case kPMTIActivate:
{
int variableId = _data[_dataIndex++];
int maxValue = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Activate, VariableId: %i, Max value: %i", _itemId, variableId, maxValue);
#endif
if (Global_Variable_Query(variableId) >= maxValue) {
setPaused();
cont = false;
} else {
cont = true;
}
break;
}
case kPMTILeave:
{
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Leave", _itemId);
#endif
if (!_vm->_items->isPoliceMazeEnemy(_itemId) && _vm->_items->isTarget(_itemId)) {
Police_Maze_Increment_Score(1);
}
break;
}
case kPMTIShoot:
{
int soundId = _data[_dataIndex++];
_dataIndex++; // second argument is not used
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Shoot, SoundId: %i", _itemId, soundId);
#endif
if (_vm->_items->isTarget(_itemId)) {
Sound_Play(soundId, 90, 0, 0, 50);
Police_Maze_Decrement_Score(1);
Actor_Force_Stop_Walking(kActorMcCoy);
if (Player_Query_Combat_Mode()) {
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeCombatHit);
} else {
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeHit);
}
int snd;
if (Random_Query(1, 2) == 1) {
snd = 9900;
} else {
snd = 9905;
}
Sound_Play_Speech_Line(kActorMcCoy, snd, 75, 0, 99);
_vm->_mouse->setMouseJitterDown();
}
cont = false;
break;
}
case kPMTIEnemyReset:
{
int itemId = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Enemy reset, OtherItemId: %i", _itemId, itemId);
#endif
_vm->_items->setPoliceMazeEnemy(itemId, false);
break;
}
case kPMTIEnemySet:
{
int itemId = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Enemy set, OtherItemId: %i", _itemId, itemId);
#endif
_vm->_items->setPoliceMazeEnemy(itemId, true);
break;
}
case kPMTIFlagReset:
{
int gameFlagId = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Flag reset, FlagId: %i", _itemId, gameFlagId);
#endif
Game_Flag_Reset(gameFlagId);
break;
}
case kPMTIFlagSet:
{
int gameFlagId = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Flag set, FlagId: %i", _itemId, gameFlagId);
#endif
Game_Flag_Set(gameFlagId);
break;
}
case kPMTIVariableDec:
{
int variableId = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Variable decrement, VariableId: %i", _itemId, variableId);
#endif
Global_Variable_Decrement(variableId, 1);
break;
}
case kPMTIVariableInc:
{
int variableId = _data[_dataIndex++];
int maxValue = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Variable increment, VariableId: %i, Max value: %i", _itemId, variableId, maxValue);
#endif
if (Global_Variable_Query(variableId) < maxValue) {
Global_Variable_Increment(variableId, 1);
}
break;
}
case kPMTIVariableReset:
{
int variableId = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Variable reset, VariableId: %i", _itemId, variableId);
#endif
Global_Variable_Reset(variableId);
break;
}
case kPMTIVariableSet:
{
int variableId = _data[_dataIndex++];
int value = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Variable set, VariableId: %i, Value: %i", _itemId, variableId, value);
#endif
Global_Variable_Set(variableId, value);
break;
}
case kPMTITargetSet:
{
int itemId = _data[_dataIndex++];
int value = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Target set, OtherItemId: %i, Value: %i", _itemId, itemId, value);
#endif
_vm->_items->setIsTarget(itemId, value);
break;
}
case kPMTIPausedReset1of3:
{
int trackId1 = _data[_dataIndex++];
int trackId2 = _data[_dataIndex++];
int trackId3 = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Pause reset 1 of 3, OtherItemId1: %i, OtherItemId2: %i, OtherItemId3: %i", _itemId, trackId1, trackId2, trackId3);
#endif
switch (Random_Query(1, 3)) {
case 1:
_vm->_policeMaze->_tracks[trackId1]->resetPaused();
break;
case 2:
_vm->_policeMaze->_tracks[trackId2]->resetPaused();
break;
case 3:
_vm->_policeMaze->_tracks[trackId3]->resetPaused();
break;
}
break;
}
case kPMTIPausedReset1of2:
{
int trackId1 = _data[_dataIndex++];
int trackId2 = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Pause reset 1 of 2, OtherItemId1: %i, OtherItemId2: %i", _itemId, trackId1, trackId2);
#endif
if (Random_Query(1, 2) == 1) {
_vm->_policeMaze->_tracks[trackId1]->resetPaused();
} else {
_vm->_policeMaze->_tracks[trackId2]->resetPaused();
}
break;
}
case kPMTIPausedSet:
{
int trackId = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Pause set, OtherItemId: %i", _itemId, trackId);
#endif
_vm->_policeMaze->_tracks[trackId]->setPaused();
break;
}
case kPMTIPausedReset:
{
int trackId = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Pause reset, OtherItemId: %i", _itemId, trackId);
#endif
_vm->_policeMaze->_tracks[trackId]->resetPaused();
break;
}
case kPMTIPlaySound:
{
int soundId = _data[_dataIndex++];
int volume = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Sound, SoundId: %i, Volume: %i", _itemId, soundId, volume);
#endif
Sound_Play(soundId, volume, 0, 0, 50);
break;
}
case kPMTIObstacleReset:
{
int itemId = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Obstacle reset, OtherItemId: %i", _itemId, itemId);
#endif
_vm->_items->setIsObstacle(itemId, 0);
break;
}
case kPMTIObstacleSet:
{
int itemId = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Obstacle set, OtherItemId: %i", _itemId, itemId);
#endif
_vm->_items->setIsObstacle(itemId, 1);
break;
}
case kPMTIWaitRandom:
{
int randomMin = _data[_dataIndex++];
int randomMax = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Wait random, Min: %i, Max: %i", _itemId, randomMin, randomMax);
#endif
_timeLeftWait = Random_Query(randomMin, randomMax);
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Wait for = %i", _itemId, _timeLeftWait);
#endif
_isWaiting = true;
cont = false;
break;
}
case kPMTIRotate:
{
_angleTarget = _data[_dataIndex++];
_angleDelta = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Rotate, Target: %i, Delta: %i", _itemId, _angleTarget, _angleDelta);
#endif
_isRotating = true;
cont = false;
break;
}
case kPMTIFacing:
{
int angle = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Set facing, Angle: %i", _itemId, angle);
#endif
_vm->_items->setFacing(_itemId, angle);
break;
}
case kPMTIRestart:
{
_dataIndex = 0;
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Restart", _itemId);
#endif
cont = false;
break;
}
case kPMTIWait:
{
_timeLeftWait = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Wait, Time: %i", _itemId, _timeLeftWait);
#endif
_isWaiting = true;
cont = false;
break;
}
case kPMTIMove:
{
_pointTarget = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Move, Target: %i", _itemId, _pointTarget);
#endif
_isMoving = true;
cont = false;
break;
}
case kPMTIPosition:
{
_pointIndex = _data[_dataIndex++];
#if BLADERUNNER_DEBUG_CONSOLE
debug("ItemId: %3i, Position, Index: %i", _itemId, _pointIndex);
#endif
_isMoving = false;
_vm->_items->setXYZ(_itemId, _points[_pointIndex]);
readdObject(_itemId);
break;
}
default:
return false;
}
if (_isPaused || _isWaiting) {
cont = false;
}
}
return true;
}
void PoliceMazeTargetTrack::readdObject(int itemId) {
if (_vm->_sceneObjects->remove(itemId + kSceneObjectOffsetItems)) {
const BoundingBox &boundingBox = _vm->_items->getBoundingBox(itemId);
const Common::Rect &screenRect = _vm->_items->getScreenRectangle(itemId);
bool targetable = _vm->_items->isTarget(itemId);
bool obstacle = _vm->_items->isVisible(itemId);
_vm->_sceneObjects->addItem(itemId + kSceneObjectOffsetItems, boundingBox, screenRect, targetable, obstacle);
}
}
void PoliceMazeTargetTrack::save(SaveFileWriteStream &f) {
f.writeBool(_isPresent);
f.writeInt(_itemId);
f.writeInt(_pointCount);
f.writeInt(_dataIndex);
f.writeBool(_isWaiting);
f.writeBool(_isMoving);
f.writeInt(_pointIndex);
f.writeInt(_pointTarget);
f.writeBool(_isRotating);
f.writeInt(_angleTarget);
f.writeInt(_angleDelta);
f.writeBool(_isPaused);
for (int i = 0; i < kNumTrackPoints; ++i) {
f.writeVector3(_points[i]);
}
f.writeInt(_timeLeftUpdate);
f.writeInt(_timeLeftWait);
}
void PoliceMazeTargetTrack::load(SaveFileReadStream &f) {
_isPresent = f.readBool();
_itemId = f.readInt();
_pointCount = f.readInt();
_dataIndex = f.readInt();
_isWaiting = f.readBool();
_isMoving = f.readBool();
_pointIndex = f.readInt();
_pointTarget = f.readInt();
_isRotating = f.readBool();
_angleTarget = f.readInt();
_angleDelta = f.readInt();
_isPaused = f.readBool();
for (int i = 0; i < kNumTrackPoints; ++i) {
_points[i] = f.readVector3();
}
_timeLeftUpdate = f.readInt();
_timeLeftWait = f.readInt();
}
} // End of namespace BladeRunner
|