BLADERUNNER: Added FishDealer actor

This commit is contained in:
Eugene Sandulenko 2018-03-10 23:28:56 +01:00
parent 5b731a1f44
commit 6eb53fb45d
4 changed files with 316 additions and 0 deletions

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@ -53,6 +53,7 @@ MODULE_OBJS = \
script/ai/baker.o \
script/ai/bryant.o \
script/ai/desk_clerk.o \
script/ai/fish_dealer.o \
script/ai/gaff.o \
script/ai/generic_walker_a.o \
script/ai/generic_walker_b.o \

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@ -0,0 +1,310 @@
/* 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 {
AIScriptFishDealer::AIScriptFishDealer(BladeRunnerEngine *vm) : AIScriptBase(vm) {
_flag = false;
}
void AIScriptFishDealer::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
_flag = false;
Actor_Put_In_Set(kActorFishDealer, 0);
Actor_Set_At_Waypoint(kActorFishDealer, 120, 424);
Actor_Set_Goal_Number(kActorFishDealer, 0);
}
bool AIScriptFishDealer::Update() {
if (Global_Variable_Query(kVariableChapter) == 5 && Actor_Query_Goal_Number(kActorFishDealer) < 400) {
Actor_Set_Goal_Number(kActorFishDealer, 400);
return true;
} else if (Player_Query_Current_Scene()
|| Actor_Query_Goal_Number(kActorFishDealer) == 2
|| Actor_Query_Goal_Number(kActorFishDealer) == 1
|| Actor_Query_Goal_Number(kActorFishDealer) == 400) {
return false;
} else {
Actor_Set_Goal_Number(kActorFishDealer, 1);
return true;
}
}
void AIScriptFishDealer::TimerExpired(int timer) {
//return false;
}
void AIScriptFishDealer::CompletedMovementTrack() {
if (Actor_Query_Goal_Number(kActorFishDealer) != 1)
return; // false
Actor_Set_Goal_Number(kActorFishDealer, 99);
Actor_Set_Goal_Number(kActorFishDealer, 1);
//return true;
}
void AIScriptFishDealer::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptFishDealer::ClickedByPlayer() {
//return false;
}
void AIScriptFishDealer::EnteredScene(int sceneId) {
// return false;
}
void AIScriptFishDealer::OtherAgentEnteredThisScene(int otherActorId) {
// return false;
}
void AIScriptFishDealer::OtherAgentExitedThisScene(int otherActorId) {
// return false;
}
void AIScriptFishDealer::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptFishDealer::ShotAtAndMissed() {
// return false;
}
bool AIScriptFishDealer::ShotAtAndHit() {
return false;
}
void AIScriptFishDealer::Retired(int byActorId) {
// return false;
}
int AIScriptFishDealer::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptFishDealer::GoalChanged(int currentGoalNumber, int newGoalNumber) {
switch (newGoalNumber) {
case 1:
AI_Movement_Track_Flush(kActorFishDealer);
if (Random_Query(1, 3) == 1) {
AI_Movement_Track_Append_With_Facing(kActorFishDealer, 121, Random_Query(2, 5), 720);
AI_Movement_Track_Append_With_Facing(kActorFishDealer, 122, Random_Query(3, 6), 640);
AI_Movement_Track_Append_With_Facing(kActorFishDealer, 120, Random_Query(6, 6), 640);
} else {
int randFace;
if (Random_Query(1, 3) == 2) {
AI_Movement_Track_Append_With_Facing(kActorFishDealer, 122, Random_Query(5, 8), 720);
AI_Movement_Track_Append_With_Facing(kActorFishDealer, 120, Random_Query(2, 4), 640);
AI_Movement_Track_Append_With_Facing(kActorFishDealer, 121, Random_Query(5, 7), 640);
randFace = Random_Query(5, 10);
} else {
AI_Movement_Track_Append_With_Facing(kActorFishDealer, 122, Random_Query(3, 5), 720);
AI_Movement_Track_Append_With_Facing(kActorFishDealer, 121, Random_Query(3, 3), 640);
randFace = Random_Query(3, 3);
}
AI_Movement_Track_Append_With_Facing(kActorFishDealer, 120, randFace, 640);
}
AI_Movement_Track_Repeat(kActorFishDealer);
return true;
case 2:
AI_Movement_Track_Flush(kActorFishDealer);
AI_Movement_Track_Append(kActorFishDealer, 120, 30);
AI_Movement_Track_Repeat(kActorFishDealer);
return true;
case 3:
AI_Movement_Track_Flush(kActorFishDealer);
AI_Movement_Track_Append(kActorFishDealer, 39, 0);
AI_Movement_Track_Repeat(kActorFishDealer);
return true;
case 400:
Actor_Put_In_Set(kActorFishDealer, kSetFreeSlotH);
Actor_Set_At_Waypoint(kActorFishDealer, 40, 0);
return true;
default:
return false;
}
return false;
}
bool AIScriptFishDealer::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
*animation = 683;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(683))
_animationFrame = 0;
break;
case 1:
if (!_animationFrame && _flag) {
*animation = 683;
_animationState = 0;
_flag = 0;
} else {
*animation = 685;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(685))
_animationFrame = 0;
}
break;
case 2:
*animation = 686;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(686)) {
_animationFrame = 0;
_animationState = 2;
}
break;
case 3:
*animation = 687;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(687)) {
_animationFrame = 0;
_animationState = 3;
}
break;
case 4:
*animation = 684;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(684)) {
*animation = 683;
_animationFrame = 0;
_animationState = 0;
}
break;
case 5:
*animation = 682;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(682))
_animationFrame = 0;
break;
default:
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptFishDealer::ChangeAnimationMode(int mode) {
switch (mode) {
case 0:
if (_animationState > 3) {
_animationState = 0;
_animationFrame = 0;
} else {
_flag = 1;
}
break;
case 1:
_animationState = 5;
_animationFrame = 0;
break;
case 3:
case 14:
case 15:
case 16:
case 17:
case 18:
case 19:
_animationState = Random_Query(0, 2) + 1;
_animationFrame = 0;
break;
case 12:
_animationState = 2;
_animationFrame = 0;
break;
case 13:
_animationState = 3;
_animationFrame = 0;
break;
case 23:
_animationState = 4;
_animationFrame = 0;
break;
default:
return true;
}
return true;
}
void AIScriptFishDealer::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptFishDealer::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptFishDealer::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptFishDealer::FledCombat() {
// return false;
}
} // End of namespace BladeRunner

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@ -55,6 +55,7 @@ AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {
_AIScripts[kActorBaker] = new AIScriptBaker(_vm); // 26
_AIScripts[kActorDeskClerk] = new AIScriptDeskClerk(_vm); // 27
_AIScripts[kActorHowieLee] = new AIScriptHowieLee(_vm); // 28
_AIScripts[kActorFishDealer] = new AIScriptFishDealer(_vm); // 29
_AIScripts[kActorKlein] = new AIScriptKlein(_vm); // 30
_AIScripts[kActorSergeantWalls] = new AIScriptSergeantWalls(_vm); // 34
_AIScripts[kActorHysteriaPatron1] = new AIScriptHysteriaPatron1(_vm); // 47

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@ -213,6 +213,10 @@ DECLARE_SCRIPT(HowieLee)
bool var_45DFB8;
END_SCRIPT
DECLARE_SCRIPT(FishDealer)
bool _flag;
END_SCRIPT
DECLARE_SCRIPT(Klein)
END_SCRIPT