SCUMM: complete handling of pending walkTo actions for sentence commands

in v0
This commit is contained in:
Tobias Gunkel 2012-01-22 23:13:58 +01:00
parent 1da715719c
commit fb68456541
4 changed files with 55 additions and 14 deletions

View file

@ -1135,7 +1135,7 @@ void ScummEngine_v0::walkToActorOrObject(int object) {
ActorC64 *a = (ActorC64 *)derefActor(VAR(VAR_EGO), "walkToObject");
_walkToObject = object;
_walkToObjectIdx = getObjectIndex(object);
_walkToObjectState = kWalkToObjectStateWalk;
if (OBJECT_V0_TYPE(object) == kObjectV0TypeActor) {
walkActorToActor(VAR(VAR_EGO), OBJECT_V0_ID(object), 4);
@ -1152,19 +1152,52 @@ void ScummEngine_v0::walkToActorOrObject(int object) {
// actor must not move if frozen
if (a->_miscflags & kActorMiscFlagFreeze)
a->stopActorMoving();
}
bool ScummEngine_v0::checkPendingWalkAction() {
// before a sentence script is executed, it might be necessary to walk to
// and pickup objects before. Check if such an action is pending and handle
// it if available.
if (_walkToObjectState == kWalkToObjectStateDone)
return false;
int actor = VAR(VAR_EGO);
ActorC64 *a = (ActorC64 *)derefActor(actor, "checkAndRunSentenceScript");
// wait until walking or turning action is finished
if (a->_moving)
return true;
// after walking and turning finally execute the script
if (_walkToObjectState == kWalkToObjectStateTurn) {
runSentenceScript();
// change actor facing
} else if (getObjActToObjActDist(actorToObj(actor), _walkToObject) <= 4) {
if (objIsActor(_walkToObject)) { // walk to actor finished
// make actors turn to each other
a->faceToObject(_walkToObject);
int otherActor = objToActor(_walkToObject);
// ignore the plant
if (otherActor != 19) {
Actor *b = derefActor(otherActor, "checkAndRunSentenceScript(2)");
b->faceToObject(actorToObj(actor));
}
} else { // walk to object finished
int x, y, dir;
getObjectXYPos(_walkToObject, x, y, dir);
a->turnToDirection(dir);
}
_walkToObjectState = kWalkToObjectStateTurn;
return true;
}
_walkToObjectState = kWalkToObjectStateDone;
return false;
}
void ScummEngine_v0::checkAndRunSentenceScript() {
if (_walkToObjectIdx) {
ActorC64 *a = (ActorC64 *)derefActor(VAR(VAR_EGO), "checkAndRunSentenceScript");
if (a->_moving)
return;
// TODO: change actor facing
_walkToObjectIdx = 0;
runSentenceScript();
if (checkPendingWalkAction())
return;
}
if (!_sentenceNum || _sentence[_sentenceNum - 1].freezeCount)
return;
@ -1214,7 +1247,7 @@ void ScummEngine_v0::checkAndRunSentenceScript() {
runSentenceScript();
if (_currentMode == kModeKeypad) {
_walkToObjectIdx = 0;
_walkToObjectState = kWalkToObjectStateDone;
}
}