BLADERUNNER: Added Gaff actor
This commit is contained in:
parent
0d7a4de43c
commit
61bc65168a
5 changed files with 462 additions and 1 deletions
|
@ -50,6 +50,7 @@ MODULE_OBJS = \
|
|||
script/vk_script.o \
|
||||
script/esper_script.o \
|
||||
script/ai_script.o \
|
||||
script/ai/gaff.o \
|
||||
script/ai/generic_walker_a.o \
|
||||
script/ai/generic_walker_b.o \
|
||||
script/ai/generic_walker_c.o \
|
||||
|
|
457
engines/bladerunner/script/ai/gaff.cpp
Normal file
457
engines/bladerunner/script/ai/gaff.cpp
Normal file
|
@ -0,0 +1,457 @@
|
|||
/* 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/script/ai_script.h"
|
||||
|
||||
namespace BladeRunner {
|
||||
|
||||
AIScriptGaff::AIScriptGaff(BladeRunnerEngine *vm) : AIScriptBase(vm) {
|
||||
}
|
||||
|
||||
void AIScriptGaff::Initialize() {
|
||||
_animationFrame = 0;
|
||||
_animationState = 0;
|
||||
_animationStateNext = 0;
|
||||
_animationNext = 0;
|
||||
Actor_Put_In_Set(kActorGaff, kSetFreeSlotC);
|
||||
Actor_Set_Goal_Number(kActorGaff, 0);
|
||||
//return false;
|
||||
}
|
||||
|
||||
bool AIScriptGaff::Update() {
|
||||
if (Global_Variable_Query(kVariableChapter) == 2 && !Game_Flag_Query(471)) {
|
||||
Actor_Set_Goal_Number(kActorGaff, 100);
|
||||
Game_Flag_Set(471);
|
||||
return true;
|
||||
}
|
||||
if (Global_Variable_Query(kVariableChapter) == 4 && Actor_Query_Goal_Number(kActorGaff) < 299) {
|
||||
Actor_Set_Goal_Number(kActorGaff, 299);
|
||||
}
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
void AIScriptGaff::TimerExpired(int timer) {
|
||||
if (timer == 0) {
|
||||
AI_Countdown_Timer_Reset(kActorGaff, 0);
|
||||
Actor_Set_Goal_Number(kActorGaff, 301);
|
||||
}
|
||||
//return false;
|
||||
}
|
||||
|
||||
void AIScriptGaff::CompletedMovementTrack() {
|
||||
if (Actor_Query_Goal_Number(kActorGaff) == 3) {
|
||||
Actor_Face_Actor(kActorGaff, kActorMcCoy, true);
|
||||
Actor_Says(kActorGaff, 0, kAnimationModeTalk);
|
||||
Loop_Actor_Walk_To_Actor(kActorMcCoy, kActorGaff, 36, false, true);
|
||||
Actor_Face_Actor(kActorMcCoy, kActorGaff, true);
|
||||
Actor_Says(kActorMcCoy, 670, kAnimationModeTalk);
|
||||
Actor_Says(kActorGaff, 10, kAnimationModeTalk);
|
||||
Actor_Says(kActorMcCoy, 675, kAnimationModeTalk);
|
||||
if (Game_Flag_Query(kFlagZubenRetired)) {
|
||||
Actor_Says(kActorGaff, 50, kAnimationModeTalk);
|
||||
Actor_Says(kActorMcCoy, 695, kAnimationModeTalk);
|
||||
Actor_Says(kActorGaff, 60, kAnimationModeTalk);
|
||||
Actor_Says(kActorMcCoy, 700, kAnimationModeTalk);
|
||||
Actor_Says(kActorGaff, 70, kAnimationModeTalk);
|
||||
Actor_Clue_Acquire(kActorGaff, kClueMcCoyRetiredZuben, 1, -1);
|
||||
} else {
|
||||
Actor_Says(kActorGaff, 80, kAnimationModeTalk);
|
||||
Actor_Says(kActorGaff, 90, kAnimationModeTalk);
|
||||
Actor_Says(kActorMcCoy, 705, kAnimationModeTalk);
|
||||
Actor_Says(kActorGaff, 100, kAnimationModeTalk);
|
||||
Actor_Clue_Acquire(kActorGaff, kClueMcCoyLetZubenEscape, 1, -1);
|
||||
}
|
||||
Actor_Says(kActorGaff, 20, kAnimationModeTalk);
|
||||
Actor_Says(kActorMcCoy, 680, kAnimationModeTalk);
|
||||
Actor_Says(kActorGaff, 30, kAnimationModeTalk);
|
||||
Actor_Says(kActorMcCoy, 685, kAnimationModeTalk);
|
||||
Actor_Says(kActorGaff, 40, kAnimationModeTalk);
|
||||
Actor_Says(kActorMcCoy, 690, kAnimationModeTalk);
|
||||
Actor_Clue_Acquire(kActorMcCoy, kClueGaffsInformation, 1, kActorGaff);
|
||||
CDB_Set_Crime(kClueZuben, kCrimeMoonbusHijacking);
|
||||
Actor_Clue_Acquire(kActorGaff, kClueMcCoyRetiredZuben, 1, -1);
|
||||
Game_Flag_Set(64);
|
||||
Player_Gains_Control();
|
||||
Actor_Set_Goal_Number(kActorGaff, 4);
|
||||
}
|
||||
if (Actor_Query_Goal_Number(kActorGaff) == 2) {
|
||||
Actor_Set_Goal_Number(kActorGaff, 10);
|
||||
}
|
||||
if (Actor_Query_Goal_Number(kActorGaff) == 100) {
|
||||
Actor_Set_Goal_Number(kActorGaff, 101);
|
||||
return;// true;
|
||||
}
|
||||
if (Actor_Query_Goal_Number(kActorGaff) == 101) {
|
||||
Actor_Set_Goal_Number(kActorGaff, 102);
|
||||
return;// true;
|
||||
}
|
||||
if (Actor_Query_Goal_Number(kActorGaff) == 102) {
|
||||
Actor_Set_Goal_Number(kActorGaff, 101);
|
||||
return;// true;
|
||||
}
|
||||
// return false;
|
||||
}
|
||||
|
||||
void AIScriptGaff::ReceivedClue(int clueId, int fromActorId) {
|
||||
//return false;
|
||||
}
|
||||
|
||||
void AIScriptGaff::ClickedByPlayer() {
|
||||
if ((Global_Variable_Query(kVariableChapter) == 2 || Global_Variable_Query(kVariableChapter) == 3) && Game_Flag_Query(471)){
|
||||
AI_Movement_Track_Pause(kActorGaff);
|
||||
Actor_Face_Actor(kActorMcCoy, kActorGaff, true);
|
||||
Actor_Face_Actor(kActorGaff, kActorMcCoy, true);
|
||||
if (Random_Query(1, 3) == 1) {
|
||||
Actor_Says(kActorMcCoy, 3970, 14);
|
||||
Actor_Says(kActorGaff, 100, 13);
|
||||
AI_Movement_Track_Unpause(kActorGaff);
|
||||
} else if (Random_Query(1, 3) == 2) {
|
||||
Actor_Says(kActorMcCoy, 3970, 14);
|
||||
Actor_Says(kActorGaff, 110, 13);
|
||||
} else {
|
||||
Actor_Says(kActorMcCoy, 3970, 14);
|
||||
Actor_Says(kActorGaff, 180, 13);
|
||||
}
|
||||
AI_Movement_Track_Unpause(kActorGaff);
|
||||
// return true;
|
||||
}
|
||||
// return false;
|
||||
}
|
||||
|
||||
void AIScriptGaff::EnteredScene(int sceneId) {
|
||||
// return false;
|
||||
}
|
||||
|
||||
void AIScriptGaff::OtherAgentEnteredThisScene(int otherActorId) {
|
||||
// return false;
|
||||
}
|
||||
|
||||
void AIScriptGaff::OtherAgentExitedThisScene(int otherActorId) {
|
||||
// return false;
|
||||
}
|
||||
|
||||
void AIScriptGaff::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
|
||||
if (otherActorId == kActorMcCoy
|
||||
&& combatMode == 1
|
||||
&& Global_Variable_Query(kVariableChapter) == 4
|
||||
&& Actor_Query_In_Set(kActorMcCoy, kSetMA07)
|
||||
&& Actor_Query_Goal_Number(kActorGaff) == 300) {
|
||||
AI_Countdown_Timer_Reset(kActorGaff, 0);
|
||||
Actor_Set_Goal_Number(kActorGaff, 303);
|
||||
}
|
||||
// return false;
|
||||
}
|
||||
|
||||
void AIScriptGaff::ShotAtAndMissed() {
|
||||
// return false;
|
||||
}
|
||||
|
||||
bool AIScriptGaff::ShotAtAndHit() {
|
||||
return false;
|
||||
}
|
||||
|
||||
void AIScriptGaff::Retired(int byActorId) {
|
||||
// return false;
|
||||
}
|
||||
|
||||
int AIScriptGaff::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool AIScriptGaff::GoalChanged(int currentGoalNumber, int newGoalNumber) {
|
||||
switch (newGoalNumber) {
|
||||
case 1:
|
||||
Actor_Put_In_Set(kActorGaff, kSetCT01_CT12);
|
||||
Actor_Set_At_Waypoint(kActorGaff, 43, 0);
|
||||
return true;
|
||||
case 2:
|
||||
AI_Movement_Track_Append(kActorGaff, 123, 1);
|
||||
AI_Movement_Track_Repeat(kActorGaff);
|
||||
return true;
|
||||
case 3:
|
||||
Player_Loses_Control();
|
||||
AI_Movement_Track_Flush(kActorGaff);
|
||||
AI_Movement_Track_Append(kActorGaff, 124, 0);
|
||||
AI_Movement_Track_Append(kActorGaff, 126, 0);
|
||||
AI_Movement_Track_Repeat(kActorGaff);
|
||||
return true;
|
||||
case 4:
|
||||
AI_Movement_Track_Flush(kActorGaff);
|
||||
AI_Movement_Track_Append(kActorGaff, 124, 0);
|
||||
AI_Movement_Track_Append(kActorGaff, 35, 0);
|
||||
AI_Movement_Track_Repeat(kActorGaff);
|
||||
return true;
|
||||
case 5:
|
||||
AI_Movement_Track_Flush(kActorGaff);
|
||||
AI_Movement_Track_Append(kActorGaff, 35, 90);
|
||||
AI_Movement_Track_Repeat(kActorGaff);
|
||||
return true;
|
||||
case 10:
|
||||
Game_Flag_Reset(kFlagGaffSpinnerCT12);
|
||||
Scene_Loop_Set_Default(2);
|
||||
Scene_Loop_Start_Special(2, 6, true);
|
||||
return true;
|
||||
case 100:
|
||||
AI_Movement_Track_Flush(kActorGaff);
|
||||
AI_Movement_Track_Append(kActorGaff, 35, 300);
|
||||
AI_Movement_Track_Repeat(kActorGaff);
|
||||
return true;
|
||||
case 101:
|
||||
{
|
||||
AI_Movement_Track_Flush(kActorGaff);
|
||||
AI_Movement_Track_Append(kActorGaff, 82, 1);
|
||||
AI_Movement_Track_Append(kActorGaff, 76, 1);
|
||||
AI_Movement_Track_Append(kActorGaff, 78, 1);
|
||||
int rnd = Random_Query(1, 3);
|
||||
if (rnd == 1) {
|
||||
AI_Movement_Track_Append(kActorGaff, 271, 0);
|
||||
AI_Movement_Track_Append(kActorGaff, 272, 0);
|
||||
AI_Movement_Track_Append(kActorGaff, 273, 0);
|
||||
} else if (rnd == 2) {
|
||||
AI_Movement_Track_Append(kActorGaff, 273, 0);
|
||||
AI_Movement_Track_Append(kActorGaff, 272, 0);
|
||||
AI_Movement_Track_Append(kActorGaff, 271, 0);
|
||||
} else if (rnd == 3) {
|
||||
AI_Movement_Track_Append(kActorGaff, 272, 0);
|
||||
AI_Movement_Track_Append(kActorGaff, 273, 0);
|
||||
}
|
||||
AI_Movement_Track_Append(kActorGaff, 274, 0);
|
||||
AI_Movement_Track_Append(kActorGaff, 275, 0);
|
||||
AI_Movement_Track_Repeat(kActorGaff);
|
||||
}
|
||||
return true;
|
||||
case 102:
|
||||
AI_Movement_Track_Flush(kActorGaff);
|
||||
AI_Movement_Track_Append(kActorGaff, 35, 90);
|
||||
AI_Movement_Track_Repeat(kActorGaff);
|
||||
return true;
|
||||
case 299:
|
||||
AI_Movement_Track_Flush(kActorGaff);
|
||||
Actor_Put_In_Set(kActorGaff, kSetFreeSlotC);
|
||||
Actor_Set_At_Waypoint(kActorGaff, 35, 0);
|
||||
return true;
|
||||
case 300:
|
||||
Player_Loses_Control();
|
||||
Actor_Put_In_Set(kActorGaff, kSetMA07);
|
||||
Actor_Set_At_XYZ(kActorGaff, -102.54f, -172.43f, 463.18f, 1015);
|
||||
Actor_Set_Goal_Number(kActorGaff, 301);
|
||||
return true;
|
||||
case 301:
|
||||
Game_Flag_Set(648);
|
||||
Actor_Face_Actor(kActorGaff, kActorMcCoy, true);
|
||||
Actor_Says(kActorGaff, 110, 12);
|
||||
Actor_Face_Actor(kActorMcCoy, kActorGaff, true);
|
||||
Actor_Says(kActorMcCoy, 2945, 14);
|
||||
Loop_Actor_Walk_To_Actor(kActorGaff, kActorMcCoy, 180, false, false);
|
||||
Actor_Says(kActorGaff, 120, 16);
|
||||
Actor_Says(kActorGaff, 130, 13);
|
||||
Actor_Says(kActorMcCoy, 2950, kAnimationModeTalk);
|
||||
Actor_Says(kActorMcCoy, 2955, 16);
|
||||
Actor_Says_With_Pause(kActorGaff, 140, 1.0, 14);
|
||||
Loop_Actor_Walk_To_Actor(kActorMcCoy, kActorGaff, 36, false, false);
|
||||
Actor_Says(kActorGaff, 150, kAnimationModeTalk);
|
||||
Actor_Says(kActorMcCoy, 2960, 12);
|
||||
Actor_Says_With_Pause(kActorGaff, 160, 1.0, 16);
|
||||
Actor_Says(kActorMcCoy, 2965, 13);
|
||||
Actor_Says_With_Pause(kActorGaff, 170, 1.0, kAnimationModeTalk);
|
||||
Actor_Says_With_Pause(kActorGaff, 180, 1.0, 12);
|
||||
Actor_Says(kActorGaff, 190, 14);
|
||||
Actor_Says(kActorGaff, 200, 15);
|
||||
Async_Actor_Walk_To_XYZ(kActorGaff, -388.44f, -162.8f, 165.08f, false, false);
|
||||
Delay(4000);
|
||||
Player_Gains_Control();
|
||||
Actor_Start_Speech_Sample(kActorGaff, 210);
|
||||
Actor_Set_Goal_Number(kActorGaff, 302);
|
||||
return true;
|
||||
case 302:
|
||||
return true;
|
||||
case 303:
|
||||
Actor_Face_Actor(kActorGaff, kActorMcCoy, 1);
|
||||
Actor_Change_Animation_Mode(kActorGaff, kAnimationModeCombatShoot);
|
||||
Sound_Play(27, 100, 0, 0, 50);
|
||||
Actor_Change_Animation_Mode(kActorMcCoy, 48);
|
||||
Actor_Retired_Here(kActorMcCoy, 12, 12, 1, -1);
|
||||
return true;
|
||||
case 499:
|
||||
AI_Movement_Track_Flush(kActorGaff);
|
||||
Actor_Put_In_Set(kActorGaff, kSetKP05_KP06);
|
||||
Actor_Set_At_XYZ(kActorGaff, -782.15f, 8.26f, -263.64f, 52);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool AIScriptGaff::UpdateAnimation(int *animation, int *frame) {
|
||||
switch (_animationState) {
|
||||
case 0:
|
||||
*animation = 794;
|
||||
_animationFrame++;
|
||||
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(794)) {
|
||||
_animationFrame = 0;
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
*animation = 788;
|
||||
_animationFrame++;
|
||||
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(788)) {
|
||||
_animationFrame = 0;
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
*animation = 798;
|
||||
_animationFrame++;
|
||||
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(798)) {
|
||||
_animationFrame = 0;
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
*animation = 799;
|
||||
_animationFrame++;
|
||||
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(799)) {
|
||||
_animationState = 2;
|
||||
_animationFrame = 0;
|
||||
*animation = 798;
|
||||
}
|
||||
break;
|
||||
case 4:
|
||||
*animation = 800;
|
||||
_animationFrame++;
|
||||
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(800)) {
|
||||
_animationState = 2;
|
||||
_animationFrame = 0;
|
||||
*animation = 798;
|
||||
}
|
||||
break;
|
||||
case 5:
|
||||
*animation = 801;
|
||||
_animationFrame++;
|
||||
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(801)) {
|
||||
_animationState = 2;
|
||||
_animationFrame = 0;
|
||||
*animation = 798;
|
||||
}
|
||||
break;
|
||||
case 6:
|
||||
*animation = 800;
|
||||
_animationFrame++;
|
||||
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(800)) {
|
||||
_animationState = 2;
|
||||
_animationFrame = 0;
|
||||
*animation = 798;
|
||||
}
|
||||
break;
|
||||
case 7:
|
||||
*animation = 801;
|
||||
_animationFrame++;
|
||||
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(801)) {
|
||||
_animationState = 2;
|
||||
_animationFrame = 0;
|
||||
*animation = 798;
|
||||
}
|
||||
break;
|
||||
case 8:
|
||||
*animation = 802;
|
||||
_animationFrame++;
|
||||
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(35)) {
|
||||
Actor_Set_Invisible(kActorGaff, true);
|
||||
*animation = 794;
|
||||
_animationFrame = 0;
|
||||
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeIdle);
|
||||
Actor_Set_Goal_Number(kActorGaff, 5);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
*animation = 399;
|
||||
break;
|
||||
}
|
||||
*frame = _animationFrame;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool AIScriptGaff::ChangeAnimationMode(int mode) {
|
||||
switch (mode) {
|
||||
case kAnimationModeIdle:
|
||||
_animationState = 0;
|
||||
_animationFrame = 0;
|
||||
break;
|
||||
case kAnimationModeWalk:
|
||||
if (_animationState != 1) {
|
||||
_animationState = 1;
|
||||
_animationFrame = 0;
|
||||
}
|
||||
break;
|
||||
case kAnimationModeTalk:
|
||||
_animationState = 2;
|
||||
_animationFrame = 0;
|
||||
break;
|
||||
case 12:
|
||||
_animationState = 3;
|
||||
_animationFrame = 0;
|
||||
break;
|
||||
case 13:
|
||||
_animationState = 4;
|
||||
_animationFrame = 0;
|
||||
break;
|
||||
case 14:
|
||||
_animationState = 5;
|
||||
_animationFrame = 0;
|
||||
break;
|
||||
case 15:
|
||||
_animationState = 6;
|
||||
_animationFrame = 0;
|
||||
break;
|
||||
case 16:
|
||||
_animationState = 7;
|
||||
_animationFrame = 0;
|
||||
break;
|
||||
case 41:
|
||||
_animationState = 8;
|
||||
_animationFrame = 0;
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void AIScriptGaff::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
|
||||
*animationState = _animationState;
|
||||
*animationFrame = _animationFrame;
|
||||
*animationStateNext = _animationStateNext;
|
||||
*animationNext = _animationNext;
|
||||
}
|
||||
|
||||
void AIScriptGaff::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
|
||||
_animationState = animationState;
|
||||
_animationFrame = animationFrame;
|
||||
_animationStateNext = animationStateNext;
|
||||
_animationNext = animationNext;
|
||||
}
|
||||
|
||||
bool AIScriptGaff::ReachedMovementTrackWaypoint(int waypointId) {
|
||||
return true;
|
||||
}
|
||||
|
||||
void AIScriptGaff::FledCombat() {
|
||||
// return false;
|
||||
}
|
||||
|
||||
} // End of namespace BladeRunner
|
|
@ -46,6 +46,7 @@ AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {
|
|||
_AIScripts[kActorHowieLee] = new AIScriptHowieLee(_vm);
|
||||
_AIScripts[kActorKlein] = new AIScriptKlein(_vm);
|
||||
_AIScripts[kActorSergeantWalls] = new AIScriptSergeantWalls(_vm);
|
||||
_AIScripts[kActorGaff] = new AIScriptGaff(_vm);
|
||||
_AIScripts[kActorLeon] = new AIScriptLeon(_vm);
|
||||
_AIScripts[kActorMaggie] = new AIScriptMaggie(_vm);
|
||||
_AIScripts[kActorGenwalkerA] = new AIScriptGenericWalkerA(_vm);
|
||||
|
|
|
@ -156,6 +156,9 @@ END_SCRIPT
|
|||
DECLARE_SCRIPT(SergeantWalls)
|
||||
END_SCRIPT
|
||||
|
||||
DECLARE_SCRIPT(Gaff)
|
||||
END_SCRIPT
|
||||
|
||||
DECLARE_SCRIPT(Leon)
|
||||
int var_45EDAC;
|
||||
float var_45EDA0_z;
|
||||
|
|
|
@ -127,7 +127,6 @@ bool SceneScriptMA01::ClickedOnExit(int exitId) {
|
|||
Game_Flag_Reset(258);
|
||||
Game_Flag_Reset(178);
|
||||
int spinnerDest = Spinner_Interface_Choose_Dest(kMA01LoopOutDoorAnim, false);
|
||||
|
||||
switch (spinnerDest) {
|
||||
case kSpinnerDestinationPoliceStation:
|
||||
Game_Flag_Set(178);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue