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compare: 02185fbcf52a
  • 2 commits
  • 13 files changed
  • 1 commit comment
  • 1 contributor
@@ -203,10 +203,10 @@ void Actor::setAtXYZ(const Vector3 &position, int facing, bool snapFacing, bool

setBoundingBox(_position, retired);

_vm->_sceneObjects->remove(_id);
_vm->_sceneObjects->remove(_id + SCENE_OBJECTS_ACTORS_OFFSET);

if (_vm->_scene->getSetId() == _setId) {
_vm->_sceneObjects->addActor(_id, _bbox, &_screenRectangle, 1, moving, _isTargetable, retired);
_vm->_sceneObjects->addActor(_id + SCENE_OBJECTS_ACTORS_OFFSET, _bbox, &_screenRectangle, 1, moving, _isTargetable, retired);
}
}

@@ -477,7 +477,7 @@ bool Actor::tick(bool forceDraw) {
this->_position.z = this->_position.z + positionChange.x * sinx + positionChange.y * cosx;
this->_position.y = this->_position.y + positionChange.z;

if (_vm->_sceneObjects->existsOnXZ(this->_id, this->_position.x, this->_position.z, false, false) == 1 && !this->_isImmuneToObstacles) {
if (_vm->_sceneObjects->existsOnXZ(this->_id + SCENE_OBJECTS_ACTORS_OFFSET, this->_position.x, this->_position.z, false, false) == 1 && !this->_isImmuneToObstacles) {
this->_position.x = originalX;
this->_position.y = originalY;
this->_position.z = originalZ;
@@ -146,7 +146,7 @@ void ActorWalk::setRunning() {
}

void ActorWalk::stop(int actorId, bool unknown, int combatAnimationMode, int animationMode) {
_vm->_sceneObjects->setMoving(actorId, false);
_vm->_sceneObjects->setMoving(actorId + SCENE_OBJECTS_ACTORS_OFFSET, false);
_vm->_actors[actorId]->setMoving(false);

if (_vm->_actors[actorId]->inCombat()) {
@@ -173,7 +173,7 @@ bool ActorWalk::isXYZEmpty(float x, float y, float z, int actorId) {
if (_vm->_actors[actorId]->isImmuneToObstacles()) {
return false;
}
return _vm->_sceneObjects->existsOnXZ(actorId, x, z, false, false);
return _vm->_sceneObjects->existsOnXZ(actorId + SCENE_OBJECTS_ACTORS_OFFSET, x, z, false, false);
}

int ActorWalk::findU1(int actorId, const Vector3 &to, int dist, Vector3 *out) {
@@ -206,14 +206,14 @@ int ActorWalk::findU1(int actorId, const Vector3 &to, int dist, Vector3 *out) {
x = to.x + sin_1024(v24) * dist;
z = to.z + cos_1024(v24) * dist;

if (!_vm->_sceneObjects->existsOnXZ(actorId, x, z, true, true) && _vm->_scene->_set->findWalkbox(x, z) >= 0) {
if (!_vm->_sceneObjects->existsOnXZ(actorId + SCENE_OBJECTS_ACTORS_OFFSET, x, z, true, true) && _vm->_scene->_set->findWalkbox(x, z) >= 0) {
break;
}

x = to.x + sin_1024(v23) * dist;
z = to.z + cos_1024(v23) * dist;

if (!_vm->_sceneObjects->existsOnXZ(actorId, x, z, true, true) && _vm->_scene->_set->findWalkbox(x, z) >= 0) {
if (!_vm->_sceneObjects->existsOnXZ(actorId + SCENE_OBJECTS_ACTORS_OFFSET, x, z, true, true) && _vm->_scene->_set->findWalkbox(x, z) >= 0) {
break;
}

@@ -252,7 +252,7 @@ int ActorWalk::nextOnPath(int actorId, const Vector3 &from, const Vector3 &to, V
if (_vm->_scene->_set->findWalkbox(to.x, to.z) == -1) {
return 0;
}
if (_vm->_sceneObjects->existsOnXZ(actorId, to.x, to.z, false, false)) {
if (_vm->_sceneObjects->existsOnXZ(actorId + SCENE_OBJECTS_ACTORS_OFFSET, to.x, to.z, false, false)) {
return 0;
}
Vector3 next1;
@@ -59,7 +59,7 @@ void GameFlags::reset(int flag) {
}

bool GameFlags::query(int flag) {
debug("GameFlags::query(%d): %d", flag, !!(flags[flag / 32] & (1 << (flag % 32))));
//debug("GameFlags::query(%d): %d", flag, !!(flags[flag / 32] & (1 << (flag % 32))));
assert(flag >= 0 && flag <= flagCount);

return !!(flags[flag / 32] & (1 << (flag % 32)));
@@ -39,7 +39,7 @@ MODULE_OBJS = \
scene.o \
scene_objects.o \
script/ai_00_mccoy.o \
script/aiscript_officer_leroy.o \
script/ai_23_officer_leroy.o \
script/init.o \
script/kia.o \
script/vk.o \
@@ -108,7 +108,7 @@ bool Scene::open(int setId, int sceneId, bool isLoadingGame) {
_vm->_scene->advanceFrame(_vm->_surface1, _vm->_zBuffer1);

_vm->_playerActor->setAtXYZ(_actorStartPosition, _actorStartFacing);
//_vm->_playerActor->setSetId(setId);
_vm->_playerActor->setSetId(setId);

_vm->_script->SceneLoaded();

@@ -120,7 +120,7 @@ bool Scene::open(int setId, int sceneId, bool isLoadingGame) {
Actor *actor = _vm->_actors[i];
if (actor->getSetId() == setId) {
_vm->_sceneObjects->addActor(
i,
i + SCENE_OBJECTS_ACTORS_OFFSET,
actor->getBoundingBox(),
actor->getScreenRectangle(),
1,
@@ -251,14 +251,14 @@ bool Scene::objectGetBoundingBox(int objectId, BoundingBox *boundingBox) {
void Scene::objectSetIsClickable(int objectId, bool isClickable, bool sceneLoaded) {
_set->objectSetIsClickable(objectId, isClickable);
if (sceneLoaded) {
_vm->_sceneObjects->setIsClickable(objectId + 198, isClickable);
_vm->_sceneObjects->setIsClickable(objectId + SCENE_OBJECTS_OBJECTS_OFFSET, isClickable);
}
}

void Scene::objectSetIsObstacle(int objectId, bool isObstacle, bool sceneLoaded, bool updateWalkpath) {
_set->objectSetIsObstacle(objectId, isObstacle);
if (sceneLoaded) {
_vm->_sceneObjects->setIsObstacle(objectId + 198, isObstacle);
_vm->_sceneObjects->setIsObstacle(objectId + SCENE_OBJECTS_OBJECTS_OFFSET, isObstacle);
if (updateWalkpath) {
_vm->_sceneObjects->updateObstacles();
}
@@ -270,15 +270,15 @@ void Scene::objectSetIsObstacleAll(bool isObstacle, bool sceneLoaded) {
for (i = 0; i < (int)_set->getObjectCount(); i++) {
_set->objectSetIsObstacle(i, isObstacle);
if (sceneLoaded) {
_vm->_sceneObjects->setIsObstacle(i + 198, isObstacle);
_vm->_sceneObjects->setIsObstacle(i + SCENE_OBJECTS_OBJECTS_OFFSET, isObstacle);
}
}
}

void Scene::objectSetIsTarget(int objectId, bool isTarget, bool sceneLoaded) {
_set->objectSetIsTarget(objectId, isTarget);
if (sceneLoaded) {
_vm->_sceneObjects->setIsTarget(objectId + 198, isTarget);
_vm->_sceneObjects->setIsTarget(objectId + SCENE_OBJECTS_OBJECTS_OFFSET, isTarget);
}
}

@@ -86,7 +86,7 @@ bool SceneObjects::remove(int sceneObjectId) {
if (i == -1) {
return false;
}

_sceneObjects[i]._present = 0;
int j;
for (j = 0; j < _count; ++j) {
if (_sceneObjectsSortedByDistance[j] == i) {
@@ -107,7 +107,7 @@ int SceneObjects::findByXYZ(int *isClickable, int *isObstacle, int *isTarget, fl
*isTarget = 0;

for (int i = 0; i < _count; ++i) {
assert(_sceneObjectsSortedByDistance[i] < _count);
assert(_sceneObjectsSortedByDistance[i] < SCENE_OBJECTS_COUNT);

SceneObject &sceneObject = _sceneObjects[_sceneObjectsSortedByDistance[i]];

@@ -171,8 +171,10 @@ bool SceneObjects::existsOnXZ(int exceptSceneObjectId, float x, float z, bool a5

int SceneObjects::findById(int sceneObjectId) {
for (int i = 0; i < _count; ++i) {
if (_sceneObjects[i]._present && _sceneObjects[i]._sceneObjectId == sceneObjectId) {
return i;
int j = this->_sceneObjectsSortedByDistance[i];

if (_sceneObjects[j]._present && _sceneObjects[j]._sceneObjectId == sceneObjectId) {
return j;
}
}
return -1;
@@ -248,7 +248,8 @@ void AIScript_McCoy::Retired(int byActorId) {
}
}

void AIScript_McCoy::GetFriendlinessModifierIfGetsClue() {
int AIScript_McCoy::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}

bool AIScript_McCoy::GoalChanged(int currentGoalNumber, int newGoalNumber) {
@@ -1660,10 +1661,12 @@ void AIScript_McCoy::SetAnimationState(int animationState, int a2, int a3, int a
dword_46271C = a4;
}

bool AIScript_McCoy::ReachedMovementTrackWaypoint() {
bool AIScript_McCoy::ReachedMovementTrackWaypoint(int a1) {
return true;
}

void AIScript_McCoy::FledCombat() {}

void AIScript_McCoy::sub_4053E0() {
float x, y, z;
Actor_Query_XYZ(0, &x, &y, &z);
@@ -60,13 +60,14 @@ class AIScript_McCoy : public AIScriptBase {
void ShotAtAndMissed();
void ShotAtAndHit();
void Retired(int byActorId);
void GetFriendlinessModifierIfGetsClue();
int GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId);
bool GoalChanged(int currentGoalNumber, int newGoalNumber);
bool UpdateAnimation(int *animation, int *frame);
bool ChangeAnimationMode(int mode);
void QueryAnimationState(int *animationState, int *a2, int *a3, int *a4);
void SetAnimationState(int animationState, int a2, int a3, int a4);
bool ReachedMovementTrackWaypoint();
bool ReachedMovementTrackWaypoint(int a1);
void FledCombat();

private:
void sub_4053E0();

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@h3xx

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h3xx commented on 02185fb Mar 20, 2017

Tip: Avoid merge bubbles in the future by using git config --global merge.ff only. If a pull then refuses to complete, use pull -r.

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