From fb95268123050c7171d068e8826fee6f3b2cdfe5 Mon Sep 17 00:00:00 2001 From: Peter Kohaut Date: Wed, 7 Mar 2018 23:05:00 +0100 Subject: BLADERUNNER: Added Sergeant Walls actor --- engines/bladerunner/script/ai/sergeant_walls.cpp | 255 +++++++++++++++++++++++ engines/bladerunner/script/ai_script.cpp | 1 + engines/bladerunner/script/ai_script.h | 3 + 3 files changed, 259 insertions(+) create mode 100644 engines/bladerunner/script/ai/sergeant_walls.cpp (limited to 'engines/bladerunner/script') diff --git a/engines/bladerunner/script/ai/sergeant_walls.cpp b/engines/bladerunner/script/ai/sergeant_walls.cpp new file mode 100644 index 0000000000..2c2ae2bd5d --- /dev/null +++ b/engines/bladerunner/script/ai/sergeant_walls.cpp @@ -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 diff --git a/engines/bladerunner/script/ai_script.cpp b/engines/bladerunner/script/ai_script.cpp index 786ec7e27e..4fb2b26e0a 100644 --- a/engines/bladerunner/script/ai_script.cpp +++ b/engines/bladerunner/script/ai_script.cpp @@ -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); diff --git a/engines/bladerunner/script/ai_script.h b/engines/bladerunner/script/ai_script.h index ff91dda8f6..e3dea397c6 100644 --- a/engines/bladerunner/script/ai_script.h +++ b/engines/bladerunner/script/ai_script.h @@ -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; -- cgit v1.2.3