BLADERUNNER: Added HysteriaPatron2 actor

This commit is contained in:
Eugene Sandulenko 2018-03-08 22:16:16 +01:00
parent 2dcbfe8056
commit c1ae4ecb9d
4 changed files with 151 additions and 0 deletions

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@ -56,6 +56,7 @@ MODULE_OBJS = \
script/ai/generic_walker_c.o \
script/ai/howie_lee.o \
script/ai/hysteria_patron1.o \
script/ai/hysteria_patron2.o \
script/ai/klein.o \
script/ai/leon.o \
script/ai/maggie.o \

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@ -0,0 +1,146 @@
/* 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 {
AIScriptHysteriaPatron2::AIScriptHysteriaPatron2(BladeRunnerEngine *vm) : AIScriptBase(vm) {
}
void AIScriptHysteriaPatron2::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
Actor_Put_In_Set(kActorHysteriaPatron2, kSetNR05_NR08);
Actor_Set_At_XYZ(kActorHysteriaPatron2, -516.0f, 0.0f, -190.0f, 452);
}
bool AIScriptHysteriaPatron2::Update() {
return false;
}
void AIScriptHysteriaPatron2::TimerExpired(int timer) {
//return false;
}
void AIScriptHysteriaPatron2::CompletedMovementTrack() {
//return false;
}
void AIScriptHysteriaPatron2::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptHysteriaPatron2::ClickedByPlayer() {
Actor_Face_Actor(kActorMcCoy, kActorHysteriaPatron2, true);
Actor_Says(kActorMcCoy, 8935, kAnimationModeTalk);
}
void AIScriptHysteriaPatron2::EnteredScene(int sceneId) {
// return false;
}
void AIScriptHysteriaPatron2::OtherAgentEnteredThisScene(int otherActorId) {
// return false;
}
void AIScriptHysteriaPatron2::OtherAgentExitedThisScene(int otherActorId) {
// return false;
}
void AIScriptHysteriaPatron2::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptHysteriaPatron2::ShotAtAndMissed() {
// return false;
}
bool AIScriptHysteriaPatron2::ShotAtAndHit() {
return false;
}
void AIScriptHysteriaPatron2::Retired(int byActorId) {
// return false;
}
int AIScriptHysteriaPatron2::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptHysteriaPatron2::GoalChanged(int currentGoalNumber, int newGoalNumber) {
return false;
}
const int animationList[30] = {
885, 886, 887, 891, 888, 889, 890, 892, 886, 885,
885, 885, 885, 886, 891, 889, 888, 890, 892, 887,
885, 885, 885, 885, 885, 891, 888, 888, 890, 892
};
bool AIScriptHysteriaPatron2::UpdateAnimation(int *animation, int *frame) {
*animation = animationList[_animationState];
if (++_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
_animationFrame = 0;
if (++_animationState >= 30)
_animationState = 0;
*animation = animationList[_animationState];
}
*frame = _animationFrame;
return true;
}
bool AIScriptHysteriaPatron2::ChangeAnimationMode(int mode) {
return true;
}
void AIScriptHysteriaPatron2::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptHysteriaPatron2::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptHysteriaPatron2::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptHysteriaPatron2::FledCombat() {
// return false;
}
} // End of namespace BladeRunner

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@ -47,6 +47,7 @@ AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {
_AIScripts[kActorKlein] = new AIScriptKlein(_vm);
_AIScripts[kActorSergeantWalls] = new AIScriptSergeantWalls(_vm);
_AIScripts[kActorHysteriaPatron1] = new AIScriptHysteriaPatron1(_vm);
_AIScripts[kActorHysteriaPatron2] = new AIScriptHysteriaPatron2(_vm);
_AIScripts[kActorGaff] = new AIScriptGaff(_vm);
_AIScripts[kActorNewscaster] = new AIScriptNewscaster(_vm);
_AIScripts[kActorLeon] = new AIScriptLeon(_vm);

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@ -159,6 +159,9 @@ END_SCRIPT
DECLARE_SCRIPT(HysteriaPatron1)
END_SCRIPT
DECLARE_SCRIPT(HysteriaPatron2)
END_SCRIPT
DECLARE_SCRIPT(Gaff)
END_SCRIPT