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-rw-r--r--engines/bladerunner/script/ai/generic_walker_a.cpp71
1 files changed, 55 insertions, 16 deletions
diff --git a/engines/bladerunner/script/ai/generic_walker_a.cpp b/engines/bladerunner/script/ai/generic_walker_a.cpp
index 6cb363991e..d1e0d0469e 100644
--- a/engines/bladerunner/script/ai/generic_walker_a.cpp
+++ b/engines/bladerunner/script/ai/generic_walker_a.cpp
@@ -140,7 +140,7 @@ void AIScriptGenericWalkerA::ClickedByPlayer() {
Actor_Says(kActorMcCoy, 1085, 3);
break;
case 9:
- Actor_Says(kActorMcCoy, 365, 3);
+ Actor_Says(kActorMcCoy, 365, 3); // Re-used line, same as case 1
break;
case 10:
Actor_Says(kActorMcCoy, 7415, 3);
@@ -220,45 +220,77 @@ bool AIScriptGenericWalkerA::UpdateAnimation(int *animation, int *frame) {
case kGenericWalkerAStatesIdle:
switch (Global_Variable_Query(kVariableGenericWalkerAModel)) {
case 0:
- *animation = 426;
+ *animation = 426; // Hatted Person with umbrella still
break;
case 1:
- *animation = 430;
+ *animation = 430; // Hooded person with umbrella still
break;
case 2:
- *animation = 437;
+ *animation = 437; // Hatted lady with wooden umbrella still (different from 436 model!)
break;
case 3:
- *animation = 431;
+ *animation = 431; // Person with glasses and beard still
break;
case 4:
- *animation = 427;
+ *animation = 427; // Hatted Person without umbrella still
break;
case 5:
- *animation = 433;
+ *animation = 433; // Punk person with glasses still
+ break;
+ case 6:
+ *animation = 434; // Hatted child walking // frame 11 could be used for still
+ _animationFrame = 11;
+ break;
+ case 7:
+ *animation = 435; // Child walking // frame 5 could be used for still
+ _animationFrame = 5;
+ break;
+ case 8:
+ *animation = 422; // Hatted person walking fast // frame 1 could be used for still
+ _animationFrame = 1;
+ break;
+ case 9:
+ *animation = 423; // Hatted person walking lowered face // frame 6 could be used for still
+ _animationFrame = 6;
break;
}
- _animationFrame = 0;
+ if (!_vm->_cutContent
+ || Global_Variable_Query(kVariableGenericWalkerAModel) < 6
+ ) {
+ _animationFrame = 0;
+ }
break;
case kGenericWalkerAStatesWalk:
switch (Global_Variable_Query(kVariableGenericWalkerAModel)) {
case 0:
- *animation = 424;
+ *animation = 424; // Hatted person with umbrella walking
break;
case 1:
- *animation = 428;
+ *animation = 428; // Hooded person with umbrella walking
break;
case 2:
- *animation = 436;
+ *animation = 436; // Hatted person with wooden umbrella walking
break;
case 3:
- *animation = 429;
+ *animation = 429; // Person with glasses and beard walking
break;
case 4:
- *animation = 425;
+ *animation = 425; // Hatted Person without umbrella - walking small steps
break;
case 5:
- *animation = 432;
+ *animation = 432; // Punk person with glasses walking
+ break;
+ case 6:
+ *animation = 434; // Hatted child walking
+ break;
+ case 7:
+ *animation = 435; // Child walking
+ break;
+ case 8:
+ *animation = 422; // Hatted person walking fast
+ break;
+ case 9:
+ *animation = 423; // Hatted person walking lowered face
break;
}
++_animationFrame;
@@ -267,6 +299,8 @@ bool AIScriptGenericWalkerA::UpdateAnimation(int *animation, int *frame) {
}
break;
case kGenericWalkerAStatesDie:
+ // This is an animation for Maggie (exploding) but is also used for generic death states (rats, generic walkers)
+ // probably for debug purposes
*animation = 874;
++_animationFrame;
if (++_animationFrame >= Slice_Animation_Query_Number_Of_Frames(874))
@@ -373,10 +407,15 @@ bool AIScriptGenericWalkerA::prepareWalker() {
int model = 0;
do {
if (isInside) {
- model = Random_Query(3, 5);
+ model = Random_Query(3, 5); // 0, 1, 2 models have umbrellas so they should be in outdoors locations
} else {
- model = Random_Query(0, 5);
+ if (_vm->_cutContent) {
+ model = Random_Query(0, 9);
+ } else {
+ model = Random_Query(0, 5);
+ }
}
+ // this while loop ensures choosing a different model for Walker A than the Walker B or Walker C
} while (model == Global_Variable_Query(kVariableGenericWalkerBModel) || model == Global_Variable_Query(kVariableGenericWalkerCModel));
Global_Variable_Set(kVariableGenericWalkerAModel, model);