BLADERUNNER: Added Moraji actor

This commit is contained in:
Eugene Sandulenko 2018-03-11 21:56:28 +01:00
parent e20266d606
commit edaeb0f105
4 changed files with 471 additions and 0 deletions

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@ -76,6 +76,7 @@ MODULE_OBJS = \
script/ai/marcus.o \ script/ai/marcus.o \
script/ai/mccoy.o \ script/ai/mccoy.o \
script/ai/mia.o \ script/ai/mia.o \
script/ai/moraji.o \
script/ai/murray.o \ script/ai/murray.o \
script/ai/newscaster.o \ script/ai/newscaster.o \
script/ai/officer_leary.o \ script/ai/officer_leary.o \

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@ -0,0 +1,464 @@
/* 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 {
AIScriptMoraji::AIScriptMoraji(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_var1 = 1;
_var2 = 0;
}
void AIScriptMoraji::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_var1 = 1;
_var2 = 0;
Actor_Set_Goal_Number(kActorMoraji, 0);
}
bool AIScriptMoraji::Update() {
if (Actor_Query_Goal_Number(kActorMoraji) || Player_Query_Current_Scene() != 29 || Game_Flag_Query(269)) {
if (Actor_Query_Goal_Number(kActorMoraji) == 19) {
Actor_Says(kActorMoraji, 80, 13);
_animationState = 9;
_animationFrame = -1;
Actor_Set_Goal_Number(kActorMoraji, 18);
}
return false;
} else {
AI_Countdown_Timer_Reset(kActorMoraji, 2);
AI_Countdown_Timer_Start(kActorMoraji, 2, 30);
Game_Flag_Set(269);
return true;
}
}
void AIScriptMoraji::TimerExpired(int timer) {
if (timer != 2) {
return; //false;
}
AI_Countdown_Timer_Reset(kActorMoraji, 2);
if (Actor_Query_Goal_Number(kActorMoraji) != 20
&& Actor_Query_Goal_Number(kActorMoraji) != 21
&& Actor_Query_Goal_Number(kActorMoraji) != 99) {
Game_Flag_Set(271);
}
return; //true;
}
void AIScriptMoraji::CompletedMovementTrack() {
if (Actor_Query_Goal_Number(kActorMoraji) != 11)
return; //false
AI_Countdown_Timer_Reset(kActorMoraji, 2);
Game_Flag_Set(271);
_animationState = 3;
return; //true;
}
void AIScriptMoraji::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptMoraji::ClickedByPlayer() {
//return false;
}
void AIScriptMoraji::EnteredScene(int sceneId) {
// return false;
}
void AIScriptMoraji::OtherAgentEnteredThisScene(int otherActorId) {
// return false;
}
void AIScriptMoraji::OtherAgentExitedThisScene(int otherActorId) {
// return false;
}
void AIScriptMoraji::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptMoraji::ShotAtAndMissed() {
// return false;
}
bool AIScriptMoraji::ShotAtAndHit() {
if (Actor_Query_Goal_Number(kActorMoraji)) {
if (Actor_Query_Goal_Number(kActorMoraji) == 21) {
Game_Flag_Set(713);
Actor_Set_Goal_Number(kActorMoraji, 22);
Actor_Set_Goal_Number(kActorOfficerGrayford, 101);
return true;
} else {
return false;
}
} else {
Actor_Set_Goal_Number(kActorMoraji, 5);
return true;
}
}
void AIScriptMoraji::Retired(int byActorId) {
// return false;
}
int AIScriptMoraji::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptMoraji::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case 0:
Actor_Put_In_Set(kActorMoraji, kSetDR05);
Actor_Set_At_XYZ(kActorMoraji, 50.0f, 0.30f, 35.0f, 414);
Actor_Set_Targetable(kActorMoraji, 1);
return false;
case 5:
Actor_Set_Targetable(kActorMoraji, 0);
Sound_Play(4, 100, 0, 0, 50);
_animationState = 10;
_animationFrame = 0;
Actor_Retired_Here(kActorMoraji, 60, 16, 1, -1);
return true;
case 10:
Actor_Set_Targetable(kActorMoraji, 0);
_animationState = 8;
_animationFrame = 1;
return true;
case 11:
_animationState = 3;
_animationFrame = 0;
AI_Movement_Track_Flush(kActorMoraji);
AI_Movement_Track_Append_Run(kActorMoraji, 95, 0);
AI_Movement_Track_Append_Run(kActorMoraji, 96, 0);
AI_Movement_Track_Append_Run(kActorMoraji, 97, 0);
AI_Movement_Track_Append_Run(kActorMoraji, 98, 0);
AI_Movement_Track_Repeat(kActorMoraji);
return true;
case 20:
_animationState = 11;
return true;
case 21:
Actor_Retired_Here(kActorMoraji, 60, 16, 0, -1);
Actor_Set_Targetable(kActorMoraji, 1);
return true;
case 22:
_animationFrame = -1;
_animationState = 13;
return true;
case 23:
Actor_Set_Targetable(kActorMoraji, 0);
_animationState = 14;
Actor_Retired_Here(kActorMoraji, 60, 16, 1, -1);
return true;
break;
case 30:
if (Player_Query_Current_Scene() == 29) {
Game_Flag_Set(515);
Set_Enter(kSetDR01_DR02_DR04, kSetCT05);
} else {
if (Actor_Query_In_Set(kActorMoraji, kSetDR05)) {
Actor_Set_Goal_Number(kActorMoraji, 99);
} else {
Actor_Set_Goal_Number(kActorMoraji, 20);
}
Game_Flag_Set(266);
}
return true;
case 99:
AI_Movement_Track_Flush(kActorMoraji);
AI_Movement_Track_Append(kActorMoraji, 41, 0);
AI_Movement_Track_Repeat(kActorMoraji);
return true;
default:
break;
}
return false;
}
bool AIScriptMoraji::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
*animation = 733;
if (_var2) {
_var2--;
} else {
_animationFrame += _var1;
if (!Random_Query(0, 10)) {
_var1 = -_var1;
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
if (_animationFrame < 0) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
}
_var2 = Random_Query(0, 1);
}
break;
case 1:
_animationFrame = 0;
*animation = _animationNext;
_animationState = _animationStateNext;
break;
case 2:
*animation = 290;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(290))
_animationFrame = 0;
break;
case 3:
*animation = 732;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(732))
_animationFrame = 0;
break;
case 4:
break;
case 5:
*animation = 734;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(734)) {
_animationFrame = 0;
_animationState = Random_Query(0, 2) + 5;
}
break;
case 6:
*animation = 735;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(735)) {
_animationFrame = 0;
_animationState = 5;
*animation = 735;
}
break;
case 7:
*animation = 736;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(736)) {
_animationFrame = 0;
_animationState = 5;
*animation = 736;
}
break;
case 8:
*animation = 737;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(737)) {
_animationFrame = 0;
_animationState = 0;
*animation = 733;
Actor_Set_Goal_Number(kActorMoraji, 19);
}
if (_animationFrame == 6) {
Ambient_Sounds_Play_Sound(488, 69, 0, 0, 20);
}
break;
case 9:
*animation = 742;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(742)) {
_animationFrame = 0;
_animationState = 3;
*animation = 732;
Actor_Set_Goal_Number(kActorMoraji, 11);
}
break;
case 10:
*animation = 738;
if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(738) - 1) {
++_animationFrame;
}
break;
case 11:
*animation = 739;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(739)) {
Actor_Set_Goal_Number(kActorMoraji, 21);
_animationFrame = 0;
_animationState = 12;
*animation = 740;
}
break;
case 12:
*animation = 740;
if (_var2) {
_var2--;
} else {
_animationFrame += _var1;
if (!Random_Query(0, 5)) {
_var1 = -_var1;
}
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
}
if (_animationFrame < 0) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
}
_var2 = Random_Query(0, 2);
}
break;
case 13:
*animation = 741;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(741) - 1) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
Actor_Set_Goal_Number(kActorMoraji, 23);
}
break;
case 14:
*animation = 741;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(741) - 1;
break;
default:
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptMoraji::ChangeAnimationMode(int mode) {
switch (mode) {
case 0:
if (_animationState != 12 && Actor_Query_Goal_Number(kActorMoraji) != 11) {
_animationState = 0;
_animationFrame = 0;
}
return 1;
case 1:
_animationState = 2;
_animationFrame = 0;
return 1;
case 2:
if (_animationState) {
if (_animationState != 3 || _animationState > 3) {
_animationState = 3;
_animationFrame = 0;
}
} else {
_animationState = 1;
_animationStateNext = 3;
_animationNext = 732;
}
break;
case 3:
if (_animationState != 12) {
if (_animationState) {
_animationState = 5;
_animationFrame = 0;
} else {
_animationState = 1;
_animationStateNext = 5;
_animationNext = 734;
}
}
break;
case 12:
if (_animationState) {
_animationState = 6;
_animationFrame = 0;
} else {
_animationState = 1;
_animationStateNext = 6;
_animationNext = 735;
}
break;
case 13:
if (_animationState) {
_animationState = 7;
_animationFrame = 0;
} else {
_animationState = 1;
_animationStateNext = 7;
_animationNext = 736;
}
break;
case 48:
_animationState = 13;
_animationFrame = -1;
break;
}
return true;
}
void AIScriptMoraji::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptMoraji::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptMoraji::ReachedMovementTrackWaypoint(int waypointId) {
if (waypointId == 96)
AI_Countdown_Timer_Reset(kActorMoraji, 2);
return true;
}
void AIScriptMoraji::FledCombat() {
// return false;
}
} // End of namespace BladeRunner

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@ -62,6 +62,7 @@ AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {
_AIScripts[kActorMurray] = new AIScriptMurray(_vm); // 31 _AIScripts[kActorMurray] = new AIScriptMurray(_vm); // 31
_AIScripts[kActorHawkersBarkeep] = new AIScriptHawkersBarkeep(_vm); // 32 _AIScripts[kActorHawkersBarkeep] = new AIScriptHawkersBarkeep(_vm); // 32
_AIScripts[kActorSergeantWalls] = new AIScriptSergeantWalls(_vm); // 34 _AIScripts[kActorSergeantWalls] = new AIScriptSergeantWalls(_vm); // 34
_AIScripts[kActorMoraji] = new AIScriptMoraji(_vm); // 35
_AIScripts[kActorHysteriaPatron1] = new AIScriptHysteriaPatron1(_vm); // 47 _AIScripts[kActorHysteriaPatron1] = new AIScriptHysteriaPatron1(_vm); // 47
_AIScripts[kActorHysteriaPatron2] = new AIScriptHysteriaPatron2(_vm); // 48 _AIScripts[kActorHysteriaPatron2] = new AIScriptHysteriaPatron2(_vm); // 48
_AIScripts[kActorHysteriaPatron3] = new AIScriptHysteriaPatron3(_vm); // 49 _AIScripts[kActorHysteriaPatron3] = new AIScriptHysteriaPatron3(_vm); // 49

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@ -246,6 +246,11 @@ END_SCRIPT
DECLARE_SCRIPT(SergeantWalls) DECLARE_SCRIPT(SergeantWalls)
END_SCRIPT END_SCRIPT
DECLARE_SCRIPT(Moraji)
int _var1;
int _var2;
END_SCRIPT
DECLARE_SCRIPT(HysteriaPatron1) DECLARE_SCRIPT(HysteriaPatron1)
END_SCRIPT END_SCRIPT