BLADERUNNER: Added Mutant2 actor
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4 changed files with 566 additions and 0 deletions
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@ -94,6 +94,7 @@ MODULE_OBJS = \
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script/ai/moraji.o \
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script/ai/moraji.o \
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script/ai/murray.o \
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script/ai/murray.o \
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script/ai/mutant1.o \
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script/ai/mutant1.o \
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script/ai/mutant2.o \
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script/ai/newscaster.o \
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script/ai/newscaster.o \
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script/ai/officer_leary.o \
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script/ai/officer_leary.o \
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script/ai/photographer.o \
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script/ai/photographer.o \
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559
engines/bladerunner/script/ai/mutant2.cpp
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559
engines/bladerunner/script/ai/mutant2.cpp
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@ -0,0 +1,559 @@
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "bladerunner/script/ai_script.h"
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namespace BladeRunner {
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AIScriptMutant2::AIScriptMutant2(BladeRunnerEngine *vm) : AIScriptBase(vm) {
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_flag = 0;
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_var1 = 1;
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}
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void AIScriptMutant2::Initialize() {
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_animationFrame = 0;
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_animationState = 0;
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_animationStateNext = 0;
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_animationNext = 0;
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_flag = 0;
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_var1 = 1;
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Actor_Put_In_Set(kActorMutant2, kSetFreeSlotG);
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Actor_Set_At_Waypoint(kActorMutant2, 39, 0);
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Actor_Set_Goal_Number(kActorMutant2, 400);
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}
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bool AIScriptMutant2::Update() {
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if (Global_Variable_Query(kVariableChapter) == 4) {
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switch (Actor_Query_Goal_Number(kActorMutant2)) {
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case 599:
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if (Actor_Query_Which_Set_In(kActorMutant2) != Player_Query_Current_Set()) {
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Actor_Set_Goal_Number(kActorMutant2, 403);
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}
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break;
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case 401:
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if (Actor_Query_Which_Set_In(kActorMutant2) == Player_Query_Current_Set()
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&& (Actor_Query_Friendliness_To_Other(kActorMutant2, kActorMcCoy) < 20
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|| Actor_Query_Combat_Aggressiveness(kActorMutant2) >= 60)) {
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Actor_Set_Goal_Number(kActorMutant2, 410);
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}
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break;
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case 404:
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if (!Game_Flag_Query(630)) {
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Actor_Set_Goal_Number(kActorMutant2, 403);
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}
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break;
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case 410:
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if (Actor_Query_Which_Set_In(kActorMutant2) != Player_Query_Current_Set()) {
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Non_Player_Actor_Combat_Mode_Off(kActorMutant2);
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Actor_Set_Goal_Number(kActorMutant2, 403);
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}
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break;
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}
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if (Game_Flag_Query(630) == 1 && Actor_Query_Goal_Number(kActorMutant2) != 599) {
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Actor_Set_Goal_Number(kActorMutant2, 404);
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}
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} else if (Global_Variable_Query(kVariableChapter) == 5 && Actor_Query_Goal_Number(kActorMutant2) != 590) {
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if (Actor_Query_Which_Set_In(kActorMutant2) != Player_Query_Current_Set()) {
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Actor_Set_Goal_Number(kActorMutant2, 590);
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}
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}
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return false;
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}
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void AIScriptMutant2::TimerExpired(int timer) {
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//return false;
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}
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void AIScriptMutant2::CompletedMovementTrack() {
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if (Actor_Query_Goal_Number(kActorMutant2) == 401)
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Actor_Set_Goal_Number(kActorMutant2, 403);
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}
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void AIScriptMutant2::ReceivedClue(int clueId, int fromActorId) {
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//return false;
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}
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void AIScriptMutant2::ClickedByPlayer() {
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//return false;
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}
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void AIScriptMutant2::EnteredScene(int sceneId) {
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// return false;
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}
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void AIScriptMutant2::OtherAgentEnteredThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptMutant2::OtherAgentExitedThisScene(int otherActorId) {
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// return false;
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}
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void AIScriptMutant2::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
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if (Actor_Query_Which_Set_In(kActorMutant2) == Player_Query_Current_Set() && Actor_Query_Goal_Number(kActorMutant2) != 599) {
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if (otherActorId != kActorMcCoy) {
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if (otherActorId > 72 || (otherActorId != kActorFreeSlotA && otherActorId != kActorMutant1 && otherActorId != kActorMutant3)) {
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Actor_Modify_Combat_Aggressiveness(kActorMutant2, -10);
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} else {
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Actor_Modify_Combat_Aggressiveness(kActorMutant2, 5);
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}
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} else if (combatMode) {
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Actor_Modify_Combat_Aggressiveness(kActorMutant2, -10);
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} else {
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Actor_Modify_Combat_Aggressiveness(kActorMutant2, 10);
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}
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}
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}
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void AIScriptMutant2::ShotAtAndMissed() {
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if (Actor_Query_Goal_Number(kActorMutant2) != 410) {
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Actor_Modify_Combat_Aggressiveness(kActorMutant2, -5);
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Actor_Modify_Friendliness_To_Other(kActorMutant2, kActorMcCoy, -5);
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}
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}
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bool AIScriptMutant2::ShotAtAndHit() {
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if (Actor_Query_Goal_Number(kActorMutant2) != 410) {
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Actor_Modify_Combat_Aggressiveness(kActorMutant2, -10);
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Actor_Modify_Friendliness_To_Other(kActorMutant2, kActorMcCoy, -10);
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}
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return false;
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}
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void AIScriptMutant2::Retired(int byActorId) {
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Actor_Set_Goal_Number(kActorMutant2, 599);
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}
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int AIScriptMutant2::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
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return 0;
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}
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bool AIScriptMutant2::GoalChanged(int currentGoalNumber, int newGoalNumber) {
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switch (newGoalNumber) {
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case 400:
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AI_Movement_Track_Flush(kActorMutant2);
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AI_Movement_Track_Append(kActorMutant2, 39, 0);
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AI_Movement_Track_Repeat(kActorMutant2);
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if (Game_Flag_Query(169) == 1) {
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Actor_Set_Combat_Aggressiveness(kActorMutant2, 60);
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Actor_Set_Friendliness_To_Other(kActorMutant2, kActorMcCoy, 30);
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}
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return true;
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case 401:
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Actor_Set_Targetable(kActorMutant2, 1);
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AI_Movement_Track_Flush(kActorMutant2);
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AI_Movement_Track_Append(kActorMutant2, 39, 0);
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switch (Random_Query(1, 8)) {
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case 1:
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AI_Movement_Track_Append(kActorMutant2, 182, 0);
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AI_Movement_Track_Append(kActorMutant2, 183, 2);
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AI_Movement_Track_Append(kActorMutant2, 184, 0);
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AI_Movement_Track_Repeat(kActorMutant2);
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break;
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case 2:
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AI_Movement_Track_Append(kActorMutant2, 296, 0);
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AI_Movement_Track_Append(kActorMutant2, 297, 0);
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AI_Movement_Track_Repeat(kActorMutant2);
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break;
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case 3:
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AI_Movement_Track_Append(kActorMutant2, 176, 0);
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AI_Movement_Track_Append(kActorMutant2, 177, 0);
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AI_Movement_Track_Append(kActorMutant2, 178, 2);
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AI_Movement_Track_Append(kActorMutant2, 177, 0);
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AI_Movement_Track_Append(kActorMutant2, 176, 1);
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AI_Movement_Track_Append(kActorMutant2, 39, 45);
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AI_Movement_Track_Repeat(kActorMutant2);
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break;
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case 4:
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AI_Movement_Track_Append(kActorMutant2, 298, 0);
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AI_Movement_Track_Append(kActorMutant2, 300, 0);
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AI_Movement_Track_Repeat(kActorMutant2);
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break;
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case 5:
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AI_Movement_Track_Append(kActorMutant2, 301, 0);
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AI_Movement_Track_Append(kActorMutant2, 302, 2);
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AI_Movement_Track_Append(kActorMutant2, 303, 0);
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AI_Movement_Track_Append(kActorMutant2, 304, 0);
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AI_Movement_Track_Append(kActorMutant2, 305, 0);
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AI_Movement_Track_Append(kActorMutant2, 304, 0);
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AI_Movement_Track_Append(kActorMutant2, 306, 5);
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AI_Movement_Track_Append(kActorMutant2, 39, 40);
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AI_Movement_Track_Repeat(kActorMutant2);
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break;
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case 6:
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AI_Movement_Track_Append(kActorMutant2, 307, 0);
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AI_Movement_Track_Append(kActorMutant2, 308, 0);
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AI_Movement_Track_Append(kActorMutant2, 309, 1);
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AI_Movement_Track_Append(kActorMutant2, 310, 2);
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AI_Movement_Track_Append(kActorMutant2, 311, 0);
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AI_Movement_Track_Repeat(kActorMutant2);
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break;
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case 7:
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switch (Random_Query(1, 3)) { // eeh? bug?
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case 1:
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AI_Movement_Track_Append(kActorMutant2, 532, 0);
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AI_Movement_Track_Append(kActorMutant2, 533, 0);
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AI_Movement_Track_Append(kActorMutant2, 534, 1);
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AI_Movement_Track_Append(kActorMutant2, 535, 1);
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AI_Movement_Track_Append(kActorMutant2, 533, 0);
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AI_Movement_Track_Append(kActorMutant2, 532, 0);
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AI_Movement_Track_Repeat(kActorMutant2);
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break;
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case 2:
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AI_Movement_Track_Append(kActorMutant2, 532, 0);
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AI_Movement_Track_Append(kActorMutant2, 533, 0);
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AI_Movement_Track_Append(kActorMutant2, 535, 2);
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AI_Movement_Track_Append(kActorMutant2, 534, 1);
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AI_Movement_Track_Append(kActorMutant2, 533, 0);
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AI_Movement_Track_Append(kActorMutant2, 532, 0);
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AI_Movement_Track_Repeat(kActorMutant2);
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break;
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case 3:
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AI_Movement_Track_Append(kActorMutant2, 536, 0);
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AI_Movement_Track_Append(kActorMutant2, 537, 0);
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AI_Movement_Track_Append(kActorMutant2, 538, 2);
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AI_Movement_Track_Append(kActorMutant2, 537, 0);
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AI_Movement_Track_Append(kActorMutant2, 536, 0);
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AI_Movement_Track_Repeat(kActorMutant2);
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break;
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case 4:
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AI_Movement_Track_Append(kActorMutant2, 532, 0);
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AI_Movement_Track_Append(kActorMutant2, 533, 0);
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AI_Movement_Track_Append(kActorMutant2, 534, 3);
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AI_Movement_Track_Append(kActorMutant2, 533, 0);
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AI_Movement_Track_Append(kActorMutant2, 532, 0);
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AI_Movement_Track_Repeat(kActorMutant2);
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break;
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case 5:
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AI_Movement_Track_Append(kActorMutant2, 532, 0);
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AI_Movement_Track_Append(kActorMutant2, 533, 0);
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AI_Movement_Track_Append(kActorMutant2, 535, 1);
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AI_Movement_Track_Append(kActorMutant2, 533, 0);
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AI_Movement_Track_Append(kActorMutant2, 532, 0);
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AI_Movement_Track_Repeat(kActorMutant2);
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break;
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default:
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return true;
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}
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break;
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case 8:
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AI_Movement_Track_Append(kActorMutant2, 176, 0);
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AI_Movement_Track_Append(kActorMutant2, 177, 0);
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AI_Movement_Track_Append(kActorMutant2, 176, 0);
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AI_Movement_Track_Repeat(kActorMutant2);
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break;
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default:
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AI_Movement_Track_Append(kActorMutant2, 39, 60);
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AI_Movement_Track_Repeat(kActorMutant2);
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break;
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}
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return true;
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case 403:
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Actor_Set_Targetable(kActorMutant2, 0);
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Actor_Set_Goal_Number(kActorMutant2, 401);
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return true;
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case 404:
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AI_Movement_Track_Flush(kActorMutant2);
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AI_Movement_Track_Append(kActorMutant2, 39, 0);
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AI_Movement_Track_Repeat(kActorMutant2);
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return true;
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case 410:
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switch (Actor_Query_Which_Set_In(kActorMutant2)) {
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case kSetUG01:
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Non_Player_Actor_Combat_Mode_On(kActorMutant2, 0, 0, 0, 11, 4, 7, 8, -1, -1, -1, 10, 300, 0);
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break;
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case kSetUG04:
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case kSetUG05:
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case kSetUG06:
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Non_Player_Actor_Combat_Mode_On(kActorMutant2, 0, 0, 0, 10, 4, 7, 8, -1, -1, -1, 10, 300, 0);
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break;
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case kSetUG10:
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Non_Player_Actor_Combat_Mode_On(kActorMutant2, 0, 0, 0, 14, 4, 7, 8, -1, -1, -1, 10, 300, 0);
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break;
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case kSetUG12:
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Non_Player_Actor_Combat_Mode_On(kActorMutant2, 0, 0, 0, 14, 4, 7, 8, -1, -1, -1, 10, 300, 0);
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break;
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case kSetUG14:
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Non_Player_Actor_Combat_Mode_On(kActorMutant2, 0, 0, 0, 14, 4, 7, 8, -1, -1, -1, 10, 300, 0);
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break;
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}
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return true;
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case 590:
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AI_Movement_Track_Flush(kActorMutant2);
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AI_Movement_Track_Append(kActorMutant2, 39, 100);
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AI_Movement_Track_Repeat(kActorMutant2);
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return true;
|
||||||
|
|
||||||
|
case 599:
|
||||||
|
AI_Movement_Track_Flush(kActorMutant2);
|
||||||
|
Actor_Change_Animation_Mode(kActorMutant2, 48);
|
||||||
|
Actor_Set_Intelligence(kActorMutant2, 20);
|
||||||
|
Actor_Set_Health(71, 10 * Query_Difficulty_Level() + 50, 10 * Query_Difficulty_Level() + 50);
|
||||||
|
|
||||||
|
if (Game_Flag_Query(169) == 1) {
|
||||||
|
Actor_Set_Combat_Aggressiveness(kActorMutant2, 60);
|
||||||
|
Actor_Set_Friendliness_To_Other(kActorMutant2, kActorMcCoy, 30);
|
||||||
|
} else {
|
||||||
|
Actor_Set_Combat_Aggressiveness(kActorMutant2, 40);
|
||||||
|
Actor_Set_Friendliness_To_Other(kActorMutant2, kActorMcCoy, 50);
|
||||||
|
}
|
||||||
|
|
||||||
|
Actor_Modify_Friendliness_To_Other(kActorMutant1, kActorMcCoy, -15);
|
||||||
|
Actor_Modify_Friendliness_To_Other(kActorMutant3, kActorMcCoy, -20);
|
||||||
|
Actor_Modify_Combat_Aggressiveness(kActorMutant1, 10);
|
||||||
|
Actor_Modify_Combat_Aggressiveness(kActorMutant3, 15);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool AIScriptMutant2::UpdateAnimation(int *animation, int *frame) {
|
||||||
|
switch (_animationState) {
|
||||||
|
case 0:
|
||||||
|
*animation = 903;
|
||||||
|
_animationFrame++;
|
||||||
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(903)) {
|
||||||
|
_animationFrame = 0;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 1:
|
||||||
|
*animation = 901;
|
||||||
|
_animationFrame++;
|
||||||
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(901)) {
|
||||||
|
_animationFrame = 0;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 2:
|
||||||
|
*animation = 902;
|
||||||
|
_animationFrame++;
|
||||||
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(902)) {
|
||||||
|
_animationFrame = 0;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 3:
|
||||||
|
if (!_animationFrame && _flag) {
|
||||||
|
*animation = 903;
|
||||||
|
_animationState = 0;
|
||||||
|
} else {
|
||||||
|
*animation = 905;
|
||||||
|
_animationFrame++;
|
||||||
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(905)) {
|
||||||
|
_animationFrame = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 4:
|
||||||
|
*animation = 905;
|
||||||
|
_animationFrame++;
|
||||||
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(905)) {
|
||||||
|
_animationFrame = 0;
|
||||||
|
_animationState = 3;
|
||||||
|
*animation = 904;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 5:
|
||||||
|
*animation = 906;
|
||||||
|
_animationFrame++;
|
||||||
|
if (_animationFrame == 7) {
|
||||||
|
int snd;
|
||||||
|
if (Random_Query(1, 2) == 1) {
|
||||||
|
snd = 9010;
|
||||||
|
} else {
|
||||||
|
snd = 9015;
|
||||||
|
}
|
||||||
|
Sound_Play_Speech_Line(kActorMutant2, snd, 75, 0, 99);
|
||||||
|
}
|
||||||
|
if (_animationFrame == 9) {
|
||||||
|
Actor_Combat_AI_Hit_Attempt(kActorMutant2);
|
||||||
|
}
|
||||||
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(906)) {
|
||||||
|
Actor_Change_Animation_Mode(kActorMutant2, 0);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 6:
|
||||||
|
*animation = 907;
|
||||||
|
_animationFrame++;
|
||||||
|
if (_animationFrame == 1) {
|
||||||
|
Sound_Play(401, 100, 0, 0, 50);
|
||||||
|
}
|
||||||
|
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
|
||||||
|
Actor_Change_Animation_Mode(kActorMutant2, 88);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 7:
|
||||||
|
*animation = 907;
|
||||||
|
_animationFrame = Slice_Animation_Query_Number_Of_Frames(907) - 2;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 8:
|
||||||
|
*animation = 907;
|
||||||
|
_animationFrame += _var1;
|
||||||
|
if (_animationFrame == 4) {
|
||||||
|
_var1 = -1;
|
||||||
|
Sound_Play(399, 100, 0, 0, 50);
|
||||||
|
} else {
|
||||||
|
if (!_animationFrame) {
|
||||||
|
Actor_Change_Animation_Mode(kActorMutant2, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
*frame = _animationFrame;
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool AIScriptMutant2::ChangeAnimationMode(int mode) {
|
||||||
|
switch (mode) {
|
||||||
|
case 0:
|
||||||
|
if (_animationState >= 3 && _animationState <= 4) {
|
||||||
|
_flag = 1;
|
||||||
|
} else {
|
||||||
|
_animationState = 0;
|
||||||
|
_animationFrame = 0;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 1:
|
||||||
|
case 7:
|
||||||
|
_animationState = 1;
|
||||||
|
_animationFrame = 0;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 2:
|
||||||
|
case 8:
|
||||||
|
_animationState = 2;
|
||||||
|
_animationFrame = 0;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 3:
|
||||||
|
_animationState = 3;
|
||||||
|
_animationFrame = 0;
|
||||||
|
_flag = 0;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 4:
|
||||||
|
if (_animationState >= 3 && _animationState <= 4) {
|
||||||
|
_flag = 1;
|
||||||
|
} else {
|
||||||
|
_animationState = 0;
|
||||||
|
_animationFrame = 0;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 6:
|
||||||
|
_animationState = 5;
|
||||||
|
_animationFrame = 0;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 12:
|
||||||
|
_animationState = 3;
|
||||||
|
_animationFrame = 0;
|
||||||
|
_flag = 0;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 21:
|
||||||
|
case 22:
|
||||||
|
_animationState = 8;
|
||||||
|
_animationFrame = 0;
|
||||||
|
_var1 = 1;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 48:
|
||||||
|
_animationState = 6;
|
||||||
|
_animationFrame = 0;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 88:
|
||||||
|
_animationState = 7;
|
||||||
|
_animationFrame = Slice_Animation_Query_Number_Of_Frames(907) - 1;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void AIScriptMutant2::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
|
||||||
|
*animationState = _animationState;
|
||||||
|
*animationFrame = _animationFrame;
|
||||||
|
*animationStateNext = _animationStateNext;
|
||||||
|
*animationNext = _animationNext;
|
||||||
|
}
|
||||||
|
|
||||||
|
void AIScriptMutant2::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
|
||||||
|
_animationState = animationState;
|
||||||
|
_animationFrame = animationFrame;
|
||||||
|
_animationStateNext = animationStateNext;
|
||||||
|
_animationNext = animationNext;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool AIScriptMutant2::ReachedMovementTrackWaypoint(int waypointId) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void AIScriptMutant2::FledCombat() {
|
||||||
|
Actor_Set_Goal_Number(kActorMutant2, 403);
|
||||||
|
}
|
||||||
|
|
||||||
|
} // End of namespace BladeRunner
|
|
@ -101,6 +101,7 @@ AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {
|
||||||
_AIScripts[kActorGenwalkerB] = new AIScriptGenericWalkerB(_vm); // 68
|
_AIScripts[kActorGenwalkerB] = new AIScriptGenericWalkerB(_vm); // 68
|
||||||
_AIScripts[kActorGenwalkerC] = new AIScriptGenericWalkerC(_vm); // 69
|
_AIScripts[kActorGenwalkerC] = new AIScriptGenericWalkerC(_vm); // 69
|
||||||
_AIScripts[kActorMutant1] = new AIScriptMutant1(_vm); // 70
|
_AIScripts[kActorMutant1] = new AIScriptMutant1(_vm); // 70
|
||||||
|
_AIScripts[kActorMutant2] = new AIScriptMutant2(_vm); // 71
|
||||||
}
|
}
|
||||||
|
|
||||||
AIScripts::~AIScripts() {
|
AIScripts::~AIScripts() {
|
||||||
|
|
|
@ -459,6 +459,11 @@ DECLARE_SCRIPT(Mutant1)
|
||||||
bool _flag;
|
bool _flag;
|
||||||
END_SCRIPT
|
END_SCRIPT
|
||||||
|
|
||||||
|
DECLARE_SCRIPT(Mutant2)
|
||||||
|
int _var1;
|
||||||
|
bool _flag;
|
||||||
|
END_SCRIPT
|
||||||
|
|
||||||
#undef DECLARE_SCRIPT
|
#undef DECLARE_SCRIPT
|
||||||
#undef END_SCRIPT
|
#undef END_SCRIPT
|
||||||
|
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue