BLADERUNNER: Added Guzzo actor

Added "pos" console command
This commit is contained in:
Peter Kohaut 2018-03-10 13:25:39 +01:00
parent aaee877250
commit 3bec5a7f9d
9 changed files with 1007 additions and 5 deletions

View File

@ -354,7 +354,7 @@ void Actor::setAtXYZ(const Vector3 &position, int facing, bool snapFacing, bool
_vm->_sceneObjects->remove(_id + kSceneObjectOffsetActors);
if (_vm->_scene->getSetId() == _setId) {
_vm->_sceneObjects->addActor(_id + kSceneObjectOffsetActors, _bbox, &_screenRectangle, 1, moving, _isTarget, retired);
_vm->_sceneObjects->addActor(_id + kSceneObjectOffsetActors, _bbox, &_screenRectangle, true, moving, _isTarget, retired);
}
}

View File

@ -64,6 +64,7 @@ Debugger::Debugger(BladeRunnerEngine *vm) : GUI::Debugger() {
registerCmd("flag", WRAP_METHOD(Debugger, cmdFlag));
registerCmd("goal", WRAP_METHOD(Debugger, cmdGoal));
registerCmd("loop", WRAP_METHOD(Debugger, cmdLoop));
registerCmd("pos", WRAP_METHOD(Debugger, cmdPosition));
registerCmd("say", WRAP_METHOD(Debugger, cmdSay));
registerCmd("scene", WRAP_METHOD(Debugger, cmdScene));
registerCmd("var", WRAP_METHOD(Debugger, cmdVariable));
@ -230,6 +231,65 @@ bool Debugger::cmdLoop(int argc, const char **argv) {
}
}
bool Debugger::cmdPosition(int argc, const char **argv) {
if (argc != 2 && argc != 3 && argc != 7) {
debugPrintf("Get or set position of the actor.\n");
debugPrintf("Usage: %s <actorId> [(<setId> <x> <y> <z> <facing>)|<otherActorId>]\n", argv[0]);
return true;
}
int actorId = atoi(argv[1]);
Actor *actor = nullptr;
if (actorId >= 0 && actorId < (int)_vm->_gameInfo->getActorCount()) {
actor = _vm->_actors[actorId];
}
if (actor == nullptr) {
debugPrintf("Unknown actor %i\n", actorId);
return true;
}
if (argc == 2) {
debugPrintf("actorSet(%i) = %i\n", actorId, actor->getSetId());
debugPrintf("actorX(%i) = %f\n", actorId, actor->getX());
debugPrintf("actorY(%i) = %f\n", actorId, actor->getY());
debugPrintf("actorZ(%i) = %f\n", actorId, actor->getZ());
debugPrintf("actorFacing(%i) = %i\n", actorId, actor->getFacing());
return true;
}
if (argc == 3) {
int otherActorId = atoi(argv[2]);
Actor *otherActor = nullptr;
if (otherActorId >= 0 && otherActorId < (int)_vm->_gameInfo->getActorCount()) {
otherActor = _vm->_actors[otherActorId];
}
if (otherActor == nullptr) {
debugPrintf("Unknown actor %i\n", otherActorId);
return true;
}
Vector3 position;
otherActor->getXYZ(&position.x, &position.y, &position.z);
actor->setSetId(otherActor->getSetId());
actor->setAtXYZ(position, otherActor->getFacing());
return true;
}
if (argc == 7) {
int setId = atoi(argv[2]);
Vector3 position(atof(argv[3]), atof(argv[4]), atof(argv[5]));
int facing = atoi(argv[6]);
actor->setSetId(setId);
actor->setAtXYZ(position, facing);
return true;
}
return true;
}
bool Debugger::cmdSay(int argc, const char **argv) {
if (argc != 3) {
debugPrintf("Actor will say specified line.\n");

View File

@ -53,6 +53,7 @@ public:
bool cmdFlag(int argc, const char **argv);
bool cmdGoal(int argc, const char **argv);
bool cmdLoop(int argc, const char **argv);
bool cmdPosition(int argc, const char **argv);
bool cmdSay(int argc, const char **argv);
bool cmdScene(int argc, const char **argv);
bool cmdVariable(int argc, const char **argv);

View File

@ -604,8 +604,9 @@ enum AnimationModes {
kAnimationModeWalkDown = 45,
kAnimationModeCombatWalkUp = 46,
kAnimationModeCombatWalkDown = 47,
kAnimationModeDie = 48, // or fall down?
kAnimationModeDie = 48, // TODO: check
kAnimationModeFeeding = 52,
kAnimationModeSit = 53, // TODO: check
kAnimationModeClimbUp = 64,
kAnimationModeClimbDown = 65,
kAnimationModeCombatClimbUp = 66,
@ -688,12 +689,12 @@ enum Scenes {
kSceneNR11 = 64,
kScenePS01 = 65, // Police Station - Roof
kScenePS02 = 66, // Police Station - Elevator
kScenePS03 = 67,
kScenePS03 = 67, // Police Station - Ground floor
kScenePS04 = 68, // Police Station - Guzza's Office
kScenePS05 = 69,
kScenePS06 = 70,
kScenePS07 = 71,
kScenePS09 = 72,
kScenePS09 = 72, // Police Station - Lockup
kScenePS10 = 73,
kScenePS11 = 74,
kScenePS12 = 75,

View File

@ -59,6 +59,7 @@ MODULE_OBJS = \
script/ai/generic_walker_c.o \
script/ai/gordo.o \
script/ai/grigorian.o \
script/ai/guzza.o \
script/ai/howie_lee.o \
script/ai/hysteria_patron1.o \
script/ai/hysteria_patron2.o \

View File

@ -0,0 +1,931 @@
/* 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 {
AIScriptGuzza::AIScriptGuzza(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_frameDelta = 0;
_counter = 0;
_state = 0;
_flag = false;
}
void AIScriptGuzza::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_frameDelta = 1;
_counter = 0;
_state = 0;
_flag = false;
}
bool AIScriptGuzza::Update() {
if (Global_Variable_Query(kVariableChapter) == 2) {
if (!Game_Flag_Query(462)) {
Game_Flag_Set(462);
Actor_Put_In_Set(kActorGuzza, kSetFreeSlotC);
Actor_Set_At_Waypoint(kActorGuzza, 35, 0);
Actor_Set_Goal_Number(kActorGuzza, 100);
return true;
}
if (Actor_Query_Goal_Number(kActorGuzza) != 101 && !Game_Flag_Query(463) && Game_Flag_Query(464)) {
Game_Flag_Set(463);
Actor_Set_Goal_Number(kActorGuzza, 103);
return true;
}
}
return false;
}
void AIScriptGuzza::TimerExpired(int timer) {
//return false;
}
void AIScriptGuzza::CompletedMovementTrack() {
switch (Actor_Query_Goal_Number(kActorGuzza)) {
case 100:
Actor_Set_Goal_Number(kActorGuzza, 102);
// return true;
break;
case 102:
if (Random_Query(1, 2) == 1) {
Actor_Set_Goal_Number(kActorGuzza, 101);
} else {
Actor_Set_Goal_Number(kActorGuzza, 104);
}
// return true;
break;
case 103:
Actor_Set_Goal_Number(kActorGuzza, 100);
// return true;
break;
case 105:
Actor_Set_Goal_Number(kActorGuzza, 100);
// return true;
break;
}
// return false;
}
void AIScriptGuzza::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptGuzza::ClickedByPlayer() {
if (Global_Variable_Query(kVariableChapter) == 2 && Game_Flag_Query(462) == 1) {
Actor_Face_Actor(kActorMcCoy, kActorGuzza, true);
if (Actor_Query_Friendliness_To_Other(kActorGordo, kActorMcCoy) < 48) {
Actor_Says(kActorMcCoy, 3970, 13);
Actor_Says(kActorGuzza, 780, -1);
}
//TODO: test this, seems like a bug in game
if (Random_Query(1, 4) == 1) {
AI_Movement_Track_Pause(4);
Actor_Says(kActorMcCoy, 4005, 15);
Actor_Says(kActorGuzza, 780, -1);
AI_Movement_Track_Unpause(kActorGuzza);
} else if (Random_Query(1, 4) == 2) {
AI_Movement_Track_Pause(4);
Actor_Says(kActorMcCoy, 3970, 14);
Actor_Says(kActorGuzza, 780, -1);
AI_Movement_Track_Unpause(kActorGuzza);
} else if (Random_Query(1, 4) == 3) {
Actor_Says(kActorMcCoy, 3970, 16);
} else if (Random_Query(1, 4) == 4) {
Actor_Says(kActorMcCoy, 3970, 13);
}
}
// return false;
}
void AIScriptGuzza::EnteredScene(int sceneId) {
// return false;
}
void AIScriptGuzza::OtherAgentEnteredThisScene(int otherActorId) {
// return false;
}
void AIScriptGuzza::OtherAgentExitedThisScene(int otherActorId) {
// return false;
}
void AIScriptGuzza::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptGuzza::ShotAtAndMissed() {
if (Actor_Query_Goal_Number(kActorGuzza) == 301) {
Actor_Change_Animation_Mode(kActorGuzza, 22);
Actor_Set_Goal_Number(kActorGuzza, 304);
}
// return false;
}
bool AIScriptGuzza::ShotAtAndHit() {
if (Actor_Query_Goal_Number(kActorGuzza) == 301) {
Actor_Change_Animation_Mode(kActorGuzza, 22);
Actor_Set_Goal_Number(kActorGuzza, 303);
}
return false;
}
void AIScriptGuzza::Retired(int byActorId) {
Actor_Set_Goal_Number(kActorGuzza, 599);
// return false;
}
int AIScriptGuzza::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptGuzza::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case 100:
AI_Movement_Track_Flush(kActorGuzza);
AI_Movement_Track_Append_With_Facing(kActorGuzza, 263, 0, 150);
AI_Movement_Track_Append_With_Facing(kActorGuzza, 263, 5, 150);
AI_Movement_Track_Append(kActorGuzza, 35, 90);
AI_Movement_Track_Repeat(kActorGuzza);
return true;
case 101:
AI_Movement_Track_Flush(kActorGuzza);
AI_Movement_Track_Append(kActorGuzza, 258, 0);
AI_Movement_Track_Append(kActorGuzza, 260, 8);
AI_Movement_Track_Append(kActorGuzza, 261, 5);
AI_Movement_Track_Append(kActorGuzza, 262, 0);
AI_Movement_Track_Repeat(kActorGuzza);
return true;
case 102:
AI_Movement_Track_Flush(kActorGuzza);
AI_Movement_Track_Flush(kActorGuzza);
AI_Movement_Track_Append_With_Facing(kActorGuzza, 263, 600, 150);
AI_Movement_Track_Repeat(kActorGuzza);
return true;
case 103:
AI_Movement_Track_Flush(kActorGuzza);
AI_Movement_Track_Append(kActorGuzza, 258, 0);
AI_Movement_Track_Append(kActorGuzza, 259, 1);
AI_Movement_Track_Append(kActorGuzza, 258, 0);
AI_Movement_Track_Repeat(kActorGuzza);
return true;
case 104:
AI_Movement_Track_Flush(kActorGuzza);
AI_Movement_Track_Append(kActorGuzza, 34, 60);
AI_Movement_Track_Repeat(kActorGuzza);
return true;
case 105:
AI_Movement_Track_Flush(kActorGuzza);
AI_Movement_Track_Append(kActorGuzza, 39, 120);
AI_Movement_Track_Repeat(kActorGuzza);
return true;
case 201:
Actor_Change_Animation_Mode(kActorGuzza, 53);
_animationState = 1;
_animationFrame = 0;
Actor_Put_In_Set(kActorGuzza, kSetNR03);
Actor_Set_At_XYZ(kActorGuzza, -229.0f, -70.19f, -469.0f, 400);
return true;
case 300:
Actor_Put_In_Set(kActorGuzza, kSetUG18);
Actor_Set_At_XYZ(kActorGuzza, 10.79f, 0.0f, -354.17f, 400);
Actor_Change_Animation_Mode(kActorGuzza, kAnimationModeIdle);
return true;
case 301:
Actor_Set_Targetable(kActorGuzza, true);
return true;
case 302:
case 303:
case 304:
Actor_Set_Targetable(kActorGuzza, false);
return true;
case 305:
case 306:
case 307:
case 390:
return true;
}
return false;
}
bool AIScriptGuzza::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
switch (_state) {
case 0:
*animation = 197;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(197)) {
_animationFrame = 0;
if (Random_Query(0, 5) == 0) {
_state = Random_Query(1, 2);
}
}
break;
case 1:
*animation = 198;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(198)) {
*animation = 197;
_animationFrame = 0;
_state = 0;
}
break;
case 2:
*animation = 199;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(199)) {
*animation = 197;
_animationFrame = 0;
_state = 0;
}
break;
}
break;
case 1:
switch (_state) {
case 0:
*animation = 189;
if (_counter) {
_counter--;
if (Random_Query(0, 6) == 0) {
_frameDelta = -_frameDelta;
}
} else {
_animationFrame += _frameDelta;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
if (Random_Query(0, 2) == 0) {
_state = 2 * Random_Query(0, 1);
}
}
if (_animationFrame < 0) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
}
_counter = Random_Query(0, 1);
if (_animationFrame == 2 || _animationFrame == 15) {
_counter = Random_Query(5, 12);
}
if (_animationFrame == 8) {
_counter = Random_Query(3, 7);
}
}
break;
case 1:
*animation = 190;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(190)) {
*animation = 189;
_animationFrame = 0;
_state = 0;
}
break;
case 2:
*animation = 191;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(191)) {
if (Random_Query(0, 2) == 0) {
*animation = 189;
_animationFrame = 0;
_state = 0;
} else {
*animation = 190;
_animationFrame = 0;
_state = 1;
}
}
break;
}
break;
case 2:
if (_state == 0) {
*animation = _animationNext;
_animationFrame = 0;
_animationState = _animationStateNext;
} else {
if (_state == 1) {
*animation = 198;
} else if (_state == 2) {
*animation = 199;
}
_animationFrame += 2;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
*animation = _animationNext;
_animationFrame = 0;
_animationState = _animationStateNext;
}
}
break;
case 3:
switch (_state) {
case 0:
*animation = 189;
break;
case 1:
*animation = 190;
break;
case 2:
*animation = 191;
break;
}
_animationFrame += 4;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
*animation = _animationNext;
_animationFrame = 0;
_animationState = _animationStateNext;
}
break;
case 4:
*animation = 185;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(185)) {
_animationFrame = 0;
}
break;
case 5:
*animation = 186;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(186)) {
_animationFrame = 0;
}
break;
case 6:
*animation = 176;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(176)) {
_animationFrame = 0;
}
break;
case 7:
*animation = 177;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(177)) {
_animationFrame = 0;
}
break;
case 8:
*animation = 181;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(181)) {
_animationFrame = 0;
}
break;
case 9:
*animation = 187;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(187)) {
_animationFrame = 0;
}
break;
case 10:
*animation = 188;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(188)) {
_animationFrame = 0;
}
break;
case 11:
if (_animationFrame == 0 && _flag) {
*animation = 197;
_animationState = 0;
_flag = false;
_state = 0;
_counter = 0;
_frameDelta = 1;
} else {
*animation = 201;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(201)) {
_animationFrame = 0;
}
}
break;
case 12:
*animation = 202;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(202)) {
*animation = 201;
_animationFrame = 0;
_animationState = 11;
}
break;
case 13:
*animation = 203;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(203)) {
*animation = 201;
_animationFrame = 0;
_animationState = 11;
}
break;
case 14:
*animation = 204;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(204)) {
*animation = 201;
_animationFrame = 0;
_animationState = 11;
}
break;
case 15:
*animation = 205;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(205)) {
*animation = 201;
_animationFrame = 0;
_animationState = 11;
}
break;
case 16:
*animation = 206;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(206)) {
*animation = 201;
_animationFrame = 0;
_animationState = 11;
}
break;
case 17:
if (_animationFrame == 0 && _flag) {
*animation = 189;
_animationState = 1;
_flag = false;
Actor_Change_Animation_Mode(kActorGuzza, 53);
_state = 0;
_counter = 0;
_frameDelta = 1;
} else {
*animation = 192;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(192)) {
_animationFrame = 0;
}
}
break;
case 18:
*animation = 193;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(193)) {
*animation = 192;
_animationFrame = 0;
_animationState = 17;
}
break;
case 19:
*animation = 194;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(194)) {
*animation = 192;
_animationState = 17;
_animationFrame = 0;
}
break;
case 20:
*animation = 195;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(195)) {
*animation = 192;
_animationFrame = 0;
_animationState = 17;
}
break;
case 21:
*animation = 196;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(196)) {
*animation = 192;
_animationFrame = 0;
_animationState = 17;
}
break;
case 22:
if (_animationFrame == 0 && _flag) {
*animation = 172;
_animationState = 24;
_flag = false;
Actor_Change_Animation_Mode(kActorGuzza, 4);
_state = 0;
_counter = 0;
_frameDelta = 1;
} else {
*animation = 179;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(179)) {
_animationFrame = 0;
}
}
break;
case 23:
if (_animationFrame == 0 && _flag) {
*animation = 172;
_animationState = 24;
_flag = false;
Actor_Change_Animation_Mode(kActorGuzza, kAnimationModeCombatIdle);
_state = 0;
_counter = 0;
_frameDelta = 1;
} else {
*animation = 180;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(180)) {
_animationFrame = 0;
}
}
break;
case 24:
*animation = 172;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(172)) {
_animationFrame = 0;
}
break;
case 25:
*animation = 173;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(173)) {
_animationFrame = 0;
}
break;
case 26:
*animation = 174;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(174)) {
*animation = 172;
_animationFrame = 0;
_animationState = 24;
Actor_Change_Animation_Mode(kActorGuzza, kAnimationModeCombatIdle);
}
break;
case 27:
*animation = 175;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(175)) {
*animation = 172;
_animationFrame = 0;
_animationState = 24;
Actor_Change_Animation_Mode(kActorGuzza, kAnimationModeCombatIdle);
}
break;
case 29:
*animation = 182;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(182)) {
*animation = 172;
_animationFrame = 0;
_animationState = 24;
}
break;
case 30:
*animation = 183;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(183)) {
*animation = 197;
_animationFrame = 0;
_animationState = 0;
}
break;
case 31:
*animation = 184;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(184)) {
*animation = 172;
_animationFrame = 0;
_animationState = 24;
Actor_Change_Animation_Mode(kActorGuzza, kAnimationModeCombatIdle);
}
break;
case 32:
*animation = 200;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(200)) {
*animation = 197;
_animationFrame = 0;
_animationState = 0;
Actor_Change_Animation_Mode(kActorGuzza, kAnimationModeIdle);
}
break;
case 33:
*animation = 207;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(207)) {
_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
float x, y, z;
Actor_Query_XYZ(kActorGuzza, &x, &y, &z);
// TODO: test
if (-180.0f <= y) {
y -= 15.0f;
x += 6.0f;
z -= 12.0f;
Actor_Set_At_XYZ(kActorGuzza, x, y, z, 729);
} else {
_animationState = 34;
}
}
break;
case 34:
*animation = 207;
_animationFrame = Slice_Animation_Query_Number_Of_Frames(207) - 1;
break;
default:
*animation = 399;
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptGuzza::ChangeAnimationMode(int mode) {
switch (mode) {
case kAnimationModeIdle:
switch (_animationState) {
case 0:
case 30:
case 32:
case 33:
break;
case 6:
case 7:
_animationState = 24;
_animationFrame = 0;
break;
case 11:
case 12:
case 13:
case 14:
case 15:
case 16:
case 17:
case 18:
case 19:
case 20:
case 21:
case 22:
case 23:
_flag = true;
break;
case 24:
case 31:
_animationState = 30;
_animationFrame = 0;
break;
default:
_animationState = 0;
_animationFrame = 0;
_state = 0;
_counter = 0;
_frameDelta = 1;
break;
}
break;
case kAnimationModeWalk:
_animationState = 4;
_animationFrame = 0;
break;
case kAnimationModeRun:
_animationState = 5;
_animationFrame = 0;
break;
case kAnimationModeTalk:
if (_animationState) {
_animationState = 11;
_animationFrame = 0;
_flag = false;
} else {
_animationState = 2;
_animationFrame = 0;
_animationStateNext = 11;
_animationNext = 201;
}
break;
case kAnimationModeCombatIdle:
if (_animationState == 0) {
_animationState = 29;
_animationFrame = 0;
} else if (_animationState != 24 && _animationState != 29) {
_animationState = 24;
_animationFrame = 0;
}
break;
case kAnimationModeCombatShoot:
_animationState = 31;
_animationFrame = 0;
break;
case kAnimationModeCombatWalk:
_animationState = 6;
_animationFrame = 0;
break;
case kAnimationModeCombatRun:
_animationState = 7;
_animationFrame = 0;
break;
case 12:
if (_animationState) {
_animationState = 12;
_animationFrame = 0;
_flag = false;
} else {
_animationState = 2;
_animationFrame = 0;
_animationStateNext = 12;
_animationNext = 202;
}
break;
case 13:
if (_animationState) {
_animationState = 13;
_animationFrame = 0;
_flag = false;
} else {
_animationState = 2;
_animationFrame = 0;
_animationStateNext = 13;
_animationNext = 203;
}
break;
case 14:
if (_animationState) {
_animationState = 14;
_animationFrame = 0;
_flag = false;
} else {
_animationState = 2;
_animationFrame = 0;
_animationStateNext = 14;
_animationNext = 204;
}
break;
case 15:
if (_animationState) {
_animationState = 15;
_animationFrame = 0;
_flag = false;
} else {
_animationState = 2;
_animationFrame = 0;
_animationStateNext = 15;
_animationNext = 205;
}
break;
case 16:
if (_animationState) {
_animationState = 16;
_animationFrame = 0;
_flag = false;
} else {
_animationState = 2;
_animationFrame = 0;
_animationStateNext = 16;
_animationNext = 206;
}
break;
case 22:
if (Random_Query(0, 1)) {
_animationState = 26;
} else {
_animationState = 27;
}
_animationFrame = 0;
break;
case 23:
_animationState = 32;
_animationFrame = 0;
break;
case 30:
if (_animationState == 1) {
_animationState = 3;
_animationStateNext = 17;
_animationNext = 192;
} else {
_animationState = 17;
_animationFrame = 0;
_flag = false;
}
break;
case 31:
if (_animationState == 1) {
_animationState = 3;
_animationStateNext = 18;
_animationNext = 193;
} else {
_animationState = 18;
_animationFrame = 0;
_flag = false;
}
break;
case 32:
if (_animationState == 1) {
_animationState = 3;
_animationStateNext = 19;
_animationNext = 194;
} else {
_animationState = 19;
_animationFrame = 0;
_flag = false;
}
break;
case 33:
if (_animationState == 1) {
_animationState = 3;
_animationStateNext = 20;
_animationNext = 195;
} else {
_animationState = 20;
_animationFrame = 0;
_flag = false;
}
break;
case 34:
if (_animationState == 1) {
_animationState = 3;
_animationStateNext = 21;
_animationNext = 196;
} else {
_animationState = 21;
_animationFrame = 0;
_flag = false;
}
break;
case kAnimationModeWalkUp:
_animationState = 9;
_animationFrame = 0;
break;
case kAnimationModeWalkDown:
_animationState = 10;
_animationFrame = 0;
break;
case 48:
_animationState = 28;
_animationFrame = 0;
break;
case 53:
_animationState = 1;
_animationFrame = 0;
break;
case 58:
_animationState = 22;
_animationFrame = 0;
_flag = false;
break;
case 59:
_animationState = 23;
_animationFrame = 0;
_flag = false;
break;
case 61:
_animationState = 33;
_animationFrame = 0;
break;
}
return true;
}
void AIScriptGuzza::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptGuzza::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptGuzza::ReachedMovementTrackWaypoint(int waypointId) {
if (waypointId == 263) {
_animationFrame = 0;
_animationState = 1;
return false;
}
return true;
}
void AIScriptGuzza::FledCombat() {
// return false;
}
} // End of namespace BladeRunner

View File

@ -160,7 +160,7 @@ bool AIScriptInsectDealer::UpdateAnimation(int *animation, int *frame) {
}
break;
case 2:
// TEST: nothing? actor will stuck
// TODO: test... actor will be stuck
break;
}
break;

View File

@ -41,6 +41,7 @@ AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {
_AIScripts[kActorMcCoy] = new AIScriptMcCoy(_vm); // 0
_AIScripts[kActorGordo] = new AIScriptGordo(_vm); // 2
_AIScripts[kActorGuzza] = new AIScriptGuzza(_vm); // 4
_AIScripts[kActorGrigorian] = new AIScriptGrigorian(_vm); // 11
_AIScripts[kActorTransient] = new AIScriptTransient(_vm); // 12
_AIScripts[kActorLance] = new AIScriptLance(_vm); // 13

View File

@ -136,6 +136,13 @@ DECLARE_SCRIPT(Gordo)
void sub_41117C();
END_SCRIPT
DECLARE_SCRIPT(Guzza)
int _frameDelta;
int _counter;
int _state;
bool _flag;
END_SCRIPT
DECLARE_SCRIPT(Grigorian)
int var_45CA10;
int var_45CA14;