BLADERUNNER: Added Holloway actor

This commit is contained in:
Eugene Sandulenko 2018-03-16 18:59:49 +01:00
parent 4be622d664
commit d982eee927
4 changed files with 380 additions and 0 deletions

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@ -73,6 +73,7 @@ MODULE_OBJS = \
script/ai/guzza.o \
script/ai/hawkers_barkeep.o \
script/ai/hawkers_parrot.o \
script/ai/holloway.o \
script/ai/howie_lee.o \
script/ai/hysteria_patron1.o \
script/ai/hysteria_patron2.o \

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@ -0,0 +1,374 @@
/* 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 {
AIScriptHolloway::AIScriptHolloway(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_flag = 0;
}
void AIScriptHolloway::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_flag = 0;
Actor_Set_Goal_Number(kActorHolloway, 0);
}
bool AIScriptHolloway::Update() {
if (Actor_Query_Goal_Number(kActorHolloway) == 256)
Actor_Set_Goal_Number(kActorHolloway, 257);
return false;
}
void AIScriptHolloway::TimerExpired(int timer) {
if (!timer) {
AI_Countdown_Timer_Reset(kActorHolloway, 0);
if (Global_Variable_Query(40) == 1) {
Player_Gains_Control();
}
Actor_Set_Goal_Number(kActorHolloway, 251);
}
}
void AIScriptHolloway::CompletedMovementTrack() {
if (Actor_Query_Goal_Number(kActorHolloway) < 245 && Actor_Query_Goal_Number(kActorHolloway) > 239) {
Loop_Actor_Walk_To_Actor(kActorHolloway, 0, 24, 0, 0);
Actor_Set_Goal_Number(kActorHolloway, 250);
}
}
void AIScriptHolloway::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptHolloway::ClickedByPlayer() {
//return false;
}
void AIScriptHolloway::EnteredScene(int sceneId) {
// return false;
}
void AIScriptHolloway::OtherAgentEnteredThisScene(int otherActorId) {
// return false;
}
void AIScriptHolloway::OtherAgentExitedThisScene(int otherActorId) {
// return false;
}
void AIScriptHolloway::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
if (otherActorId == kActorMcCoy && Actor_Query_Goal_Number(kActorHolloway) == 250) {
AI_Countdown_Timer_Reset(kActorHolloway, 0);
Actor_Set_Goal_Number(kActorHolloway, 255);
}
}
void AIScriptHolloway::ShotAtAndMissed() {
// return false;
}
bool AIScriptHolloway::ShotAtAndHit() {
return false;
}
void AIScriptHolloway::Retired(int byActorId) {
// return false;
}
int AIScriptHolloway::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptHolloway::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case 240:
Actor_Put_In_Set(kActorHolloway, kSetNR07);
Actor_Set_At_XYZ(kActorHolloway, -102.0f, -73.5f, -233.0f, 0);
Player_Loses_Control();
AI_Movement_Track_Flush(kActorHolloway);
AI_Movement_Track_Append(kActorHolloway, 336, 1);
AI_Movement_Track_Repeat(kActorHolloway);
break;
case 241:
Player_Loses_Control();
AI_Movement_Track_Flush(kActorHolloway);
AI_Movement_Track_Append(kActorHolloway, 375, 0);
AI_Movement_Track_Append(kActorHolloway, 376, 0);
AI_Movement_Track_Repeat(kActorHolloway);
break;
case 242:
Player_Loses_Control();
AI_Movement_Track_Flush(kActorHolloway);
AI_Movement_Track_Append(kActorHolloway, 372, 0);
AI_Movement_Track_Repeat(kActorHolloway);
break;
case 250:
Scene_Exits_Disable();
Actor_Says(kActorHolloway, 20, 3);
Actor_Face_Actor(kActorHolloway, 0, 1);
if (Player_Query_Combat_Mode() == 1) {
Actor_Set_Goal_Number(kActorHolloway, 255);
} else {
Actor_Says(kActorHolloway, 30, 3);
Actor_Face_Actor(kActorMcCoy, kActorHolloway, 1);
AI_Countdown_Timer_Reset(kActorHolloway, 0);
AI_Countdown_Timer_Start(kActorHolloway, 0, 1);
}
break;
case 251:
Actor_Face_Actor(kActorMcCoy, kActorHolloway, 1);
Actor_Says(kActorMcCoy, 6130, 15);
Actor_Says(kActorHolloway, 40, 3);
Actor_Says(kActorMcCoy, 6135, 13);
Actor_Says(kActorHolloway, 50, 3);
Actor_Says(kActorMcCoy, 6140, 16);
Actor_Says(kActorHolloway, 60, 3);
Actor_Says(kActorMcCoy, 6145, 12);
Actor_Says(kActorHolloway, 70, 3);
Actor_Set_Goal_Number(kActorHolloway, 255);
break;
case 255:
Player_Loses_Control();
Actor_Change_Animation_Mode(kActorHolloway, 6);
break;
case 257:
Ambient_Sounds_Remove_All_Non_Looping_Sounds(1);
Ambient_Sounds_Remove_All_Looping_Sounds(1);
Player_Gains_Control();
Outtake_Play(11, 0, 1);
if (Global_Variable_Query(40) == 1) {
Actor_Set_Goal_Number(kActorDektora, 245);
Actor_Change_Animation_Mode(kActorDektora, kAnimationModeIdle);
}
Player_Gains_Control();
Game_Flag_Set(616);
Scene_Exits_Enable();
Actor_Set_Goal_Number(kActorSteele, 230);
Actor_Put_In_Set(kActorHolloway, kSetFreeSlotI);
Actor_Set_At_Waypoint(kActorHolloway, 41, 0);
Actor_Change_Animation_Mode(kActorMcCoy, kAnimationModeIdle);
if (Global_Variable_Query(40) != 1) {
Player_Gains_Control();
}
Game_Flag_Set(334);
Set_Enter(kSetUG04, kSetUG18);
break;
default:
break;
}
return false;
}
bool AIScriptHolloway::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
*animation = 717;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(717) - 1) {
_animationFrame = 0;
}
break;
case 1:
*animation = 719;
_animationFrame++;
if (_animationFrame == 9) {
Ambient_Sounds_Play_Sound(222, 90, 99, 0, 0);
}
if (_animationFrame == 10) {
Actor_Change_Animation_Mode(kActorMcCoy, 48);
}
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(719) - 1) {
Actor_Change_Animation_Mode(kActorHolloway, 0);
_animationFrame = 0;
_animationState = 0;
*animation = 717;
Actor_Set_Goal_Number(kActorHolloway, 256);
}
break;
case 2:
if (!_animationFrame && _flag) {
*animation = 717;
_animationState = 0;
} else {
*animation = 720;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(720) - 1) {
_animationFrame = 0;
}
}
break;
case 3:
*animation = 721;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(721) - 1) {
_animationFrame = 0;
_animationState = 2;
*animation = 720;
}
break;
case 4:
*animation = 721;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(721) - 1) {
_animationFrame = 0;
_animationState = 2;
*animation = 720;
}
break;
case 5:
*animation = 721;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(721) - 1) {
_animationFrame = 0;
_animationState = 2;
*animation = 720;
}
break;
case 6:
*animation = 721;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(721) - 1) {
_animationFrame = 0;
_animationState = 2;
*animation = 720;
}
break;
case 7:
*animation = 716;
_animationFrame++;
if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(716) - 1) {
_animationFrame = 0;
}
break;
default:
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptHolloway::ChangeAnimationMode(int mode) {
switch (mode) {
case 0:
if (_animationState > 6) {
_animationState = 0;
_animationFrame = 0;
} else {
_flag = 1;
}
break;
case 1:
_animationState = 7;
_animationFrame = 0;
break;
case 3:
_animationState = 2;
_animationFrame = 0;
_flag = 0;
break;
case 6:
_animationState = 1;
_animationFrame = 0;
break;
case 12:
_animationState = 3;
_animationFrame = 0;
_flag = 0;
break;
case 13:
_animationState = 4;
_animationFrame = 0;
_flag = 0;
break;
case 14:
_animationState = 5;
_animationFrame = 0;
_flag = 0;
break;
case 15:
_animationState = 6;
_animationFrame = 0;
_flag = 0;
break;
default:
break;
}
return true;
}
void AIScriptHolloway::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptHolloway::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptHolloway::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptHolloway::FledCombat() {
// return false;
}
} // End of namespace BladeRunner

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@ -65,6 +65,7 @@ AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {
_AIScripts[kActorKlein] = new AIScriptKlein(_vm); // 30
_AIScripts[kActorMurray] = new AIScriptMurray(_vm); // 31
_AIScripts[kActorHawkersBarkeep] = new AIScriptHawkersBarkeep(_vm); // 32
_AIScripts[kActorHolloway] = new AIScriptHolloway(_vm); // 33
_AIScripts[kActorSergeantWalls] = new AIScriptSergeantWalls(_vm); // 34
_AIScripts[kActorMoraji] = new AIScriptMoraji(_vm); // 35
_AIScripts[kActorTheBard] = new AIScriptTheBard(_vm); // 36

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@ -281,6 +281,10 @@ DECLARE_SCRIPT(HawkersBarkeep)
bool _flag;
END_SCRIPT
DECLARE_SCRIPT(Holloway)
bool _flag;
END_SCRIPT
DECLARE_SCRIPT(SergeantWalls)
END_SCRIPT