BLADERUNNER: Added Sergeant Walls actor

This commit is contained in:
Peter Kohaut 2018-03-07 23:05:00 +01:00
parent 471c592691
commit fb95268123
4 changed files with 260 additions and 0 deletions

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@ -60,6 +60,7 @@ MODULE_OBJS = \
script/ai/mccoy.o \
script/ai/officer_leary.o \
script/ai/runciter.o \
script/ai/sergeant_walls.o \
script/ai/zuben.o \
script/scene_script.o \
script/scene/ar01.o \

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@ -0,0 +1,255 @@
/* 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 {
AIScriptSergeantWalls::AIScriptSergeantWalls(BladeRunnerEngine *vm) : AIScriptBase(vm) {
}
void AIScriptSergeantWalls::Initialize() {
_animationFrame = 0;
_animationState = 0;
_animationStateNext = 0;
_animationNext = 0;
}
bool AIScriptSergeantWalls::Update() {
if (Game_Flag_Query(206) && Game_Flag_Query(158)) {
Game_Flag_Reset(206);
}
return false;
}
void AIScriptSergeantWalls::TimerExpired(int timer) {
//return false;
}
void AIScriptSergeantWalls::CompletedMovementTrack() {
//return false;
}
void AIScriptSergeantWalls::ReceivedClue(int clueId, int fromActorId) {
//return false;
}
void AIScriptSergeantWalls::ClickedByPlayer() {
//return false;
}
void AIScriptSergeantWalls::EnteredScene(int sceneId) {
// return false;
}
void AIScriptSergeantWalls::OtherAgentEnteredThisScene(int otherActorId) {
// return false;
}
void AIScriptSergeantWalls::OtherAgentExitedThisScene(int otherActorId) {
// return false;
}
void AIScriptSergeantWalls::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
// return false;
}
void AIScriptSergeantWalls::ShotAtAndMissed() {
// return false;
}
bool AIScriptSergeantWalls::ShotAtAndHit() {
return false;
}
void AIScriptSergeantWalls::Retired(int byActorId) {
// return false;
}
int AIScriptSergeantWalls::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
return 0;
}
bool AIScriptSergeantWalls::GoalChanged(int currentGoalNumber, int newGoalNumber) {
return false;
}
bool AIScriptSergeantWalls::UpdateAnimation(int *animation, int *frame) {
switch (_animationState) {
case 0:
_animationFrame++;
if (Game_Flag_Query(206) && !Game_Flag_Query(158)) {
*animation = 724;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(724)) {
_animationFrame = 0;
Game_Flag_Set(158);
}
} else {
*animation = 722;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(722)) {
_animationFrame = 0;
}
}
break;
case 1:
*animation = 725;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(725)) {
_animationFrame = 0;
}
break;
case 3:
*animation = 726;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(726)) {
_animationState = 1;
_animationFrame = 0;
*animation = 725;
}
break;
case 4:
*animation = 727;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(727)) {
_animationState = 1;
_animationFrame = 0;
*animation = 725;
}
break;
case 5:
*animation = 728;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(728)) {
_animationState = 1;
_animationFrame = 0;
*animation = 725;
}
break;
case 6:
*animation = 729;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(729)) {
_animationState = 1;
_animationFrame = 0;
*animation = 725;
}
break;
case 7:
*animation = 730;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(730)) {
_animationState = 1;
_animationFrame = 0;
*animation = 725;
}
break;
case 8:
*animation = 731;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(731)) {
_animationState = 1;
_animationFrame = 0;
*animation = 725;
}
break;
case 9:
*animation = 724;
_animationFrame++;
if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(724)) {
_animationState = 9;
_animationFrame = 0;
*animation = 724;
}
break;
default:
*animation = 399;
break;
}
*frame = _animationFrame;
return true;
}
bool AIScriptSergeantWalls::ChangeAnimationMode(int mode) {
switch (mode) {
case kAnimationModeIdle:
_animationState = 0;
_animationFrame = 0;
break;
case kAnimationModeTalk:
_animationState = 1;
_animationFrame = 0;
break;
case 12:
_animationState = 3;
_animationFrame = 0;
break;
case 13:
_animationState = 4;
_animationFrame = 0;
break;
case 14:
_animationState = 5;
_animationFrame = 0;
break;
case 15:
_animationState = 6;
_animationFrame = 0;
break;
case 16:
_animationState = 7;
_animationFrame = 0;
break;
case 17:
_animationState = 8;
_animationFrame = 0;
break;
case 23:
_animationState = 9;
_animationFrame = 0;
break;
}
return true;
}
void AIScriptSergeantWalls::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
*animationState = _animationState;
*animationFrame = _animationFrame;
*animationStateNext = _animationStateNext;
*animationNext = _animationNext;
}
void AIScriptSergeantWalls::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
_animationState = animationState;
_animationFrame = animationFrame;
_animationStateNext = animationStateNext;
_animationNext = animationNext;
}
bool AIScriptSergeantWalls::ReachedMovementTrackWaypoint(int waypointId) {
return true;
}
void AIScriptSergeantWalls::FledCombat() {
// return false;
}
} // End of namespace BladeRunner

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@ -45,6 +45,7 @@ AIScripts::AIScripts(BladeRunnerEngine *vm, int actorCount) {
_AIScripts[kActorOfficerLeary] = new AIScriptOfficerLeary(_vm);
_AIScripts[kActorHowieLee] = new AIScriptHowieLee(_vm);
_AIScripts[kActorKlein] = new AIScriptKlein(_vm);
_AIScripts[kActorSergeantWalls] = new AIScriptSergeantWalls(_vm);
_AIScripts[kActorLeon] = new AIScriptLeon(_vm);
_AIScripts[kActorMaggie] = new AIScriptMaggie(_vm);
_AIScripts[kActorGenwalkerA] = new AIScriptGenericWalkerA(_vm);

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@ -153,6 +153,9 @@ END_SCRIPT
DECLARE_SCRIPT(Klein)
END_SCRIPT
DECLARE_SCRIPT(SergeantWalls)
END_SCRIPT
DECLARE_SCRIPT(Leon)
int var_45EDAC;
float var_45EDA0_z;